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feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

This commit is contained in:
tiger tiger tiger 2026-07-17 08:22:54 +02:00
commit f804ab7773
49 changed files with 38997 additions and 10578 deletions

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@ -0,0 +1,379 @@
/*******************************************************************************************
*
* raylib [core] example - automation events
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example based on 2d_camera_platformer example by arvyy (@arvyy)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public partial class AutomationEvents : IExample
{
private const int GRAVITY = 400;
private const float PLAYER_JUMP_SPD = 350.0f;
private const float PLAYER_HOR_SPD = 200.0f;
private const int MAX_ENVIRONMENT_ELEMENTS = 5;
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Automation Events";
public string Title => "raylib [core] example - automation events";
private struct Player
{
public Vector2 Position;
public float Speed;
public bool CanJump;
}
private struct EnvElement
{
public Rectangle Rect;
public int Blocking;
public Color Color;
}
private Player player;
private EnvElement[] envElements;
private Camera2D camera;
private AutomationEventList aelist;
private bool eventRecording;
private bool eventPlaying;
private uint frameCounter;
private uint playFrameCounter;
private uint currentPlayFrame;
public unsafe void Init()
{
// Define player
player = new Player();
player.Position = new Vector2(400, 280);
player.Speed = 0;
player.CanJump = false;
// Define environment elements (platforms)
envElements = new EnvElement[MAX_ENVIRONMENT_ELEMENTS]
{
new EnvElement { Rect = new Rectangle(0, 0, 1000, 400), Blocking = 0, Color = Color.LightGray },
new EnvElement { Rect = new Rectangle(0, 400, 1000, 200), Blocking = 1, Color = Color.Gray },
new EnvElement { Rect = new Rectangle(300, 200, 400, 10), Blocking = 1, Color = Color.Gray },
new EnvElement { Rect = new Rectangle(250, 300, 100, 10), Blocking = 1, Color = Color.Gray },
new EnvElement { Rect = new Rectangle(650, 300, 100, 10), Blocking = 1, Color = Color.Gray }
};
// Define camera
camera = new Camera2D();
camera.Target = player.Position;
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
camera.Rotation = 0.0f;
camera.Zoom = 1.0f;
// Automation events
aelist = LoadAutomationEventList((sbyte*)null); // Initialize list of automation events to record new events
SetAutomationEventList(ref aelist);
eventRecording = false;
eventPlaying = false;
frameCounter = 0;
playFrameCounter = 0;
currentPlayFrame = 0;
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = 0.015f;//GetFrameTime();
// Dropped files logic
//----------------------------------------------------------------------------------
#if BROWSER
// NOTE: drag-and-drop event-list loading (.txt/.rae) is not supported in the browser host.
#else
if (IsFileDropped())
{
FilePathList droppedFiles = LoadDroppedFiles();
// Supports loading .rgs style files (text or binary) and .png style palette images
if (IsFileExtension(droppedFiles[0], ".txt;.rae"))
{
UnloadAutomationEventList(aelist);
aelist = LoadAutomationEventList(droppedFiles[0]);
eventRecording = false;
// Reset scene state to play
eventPlaying = true;
playFrameCounter = 0;
currentPlayFrame = 0;
player.Position = new Vector2(400, 280);
player.Speed = 0;
player.CanJump = false;
camera.Target = player.Position;
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
camera.Rotation = 0.0f;
camera.Zoom = 1.0f;
}
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
}
#endif
//----------------------------------------------------------------------------------
// Update player
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Left)) player.Position.X -= PLAYER_HOR_SPD * deltaTime;
if (IsKeyDown(KeyboardKey.Right)) player.Position.X += PLAYER_HOR_SPD * deltaTime;
if (IsKeyDown(KeyboardKey.Space) && player.CanJump)
{
player.Speed = -PLAYER_JUMP_SPD;
player.CanJump = false;
}
int hitObstacle = 0;
for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
{
EnvElement element = envElements[i];
if (element.Blocking != 0 &&
element.Rect.X <= player.Position.X &&
element.Rect.X + element.Rect.Width >= player.Position.X &&
element.Rect.Y >= player.Position.Y &&
element.Rect.Y <= player.Position.Y + player.Speed * deltaTime)
{
hitObstacle = 1;
player.Speed = 0.0f;
player.Position.Y = element.Rect.Y;
}
}
if (hitObstacle == 0)
{
player.Position.Y += player.Speed * deltaTime;
player.Speed += GRAVITY * deltaTime;
player.CanJump = false;
}
else player.CanJump = true;
if (IsKeyPressed(KeyboardKey.R))
{
// Reset game state
player.Position = new Vector2(400, 280);
player.Speed = 0;
player.CanJump = false;
camera.Target = player.Position;
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
camera.Rotation = 0.0f;
camera.Zoom = 1.0f;
}
//----------------------------------------------------------------------------------
// Events playing
// NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
// that can be set by the played event... but some other inputs could be affected
//----------------------------------------------------------------------------------
if (eventPlaying)
{
// NOTE: Multiple events could be executed in a single frame
while (playFrameCounter == aelist.Events[currentPlayFrame].Frame)
{
PlayAutomationEvent(aelist.Events[currentPlayFrame]);
currentPlayFrame++;
if (currentPlayFrame == aelist.Count)
{
eventPlaying = false;
currentPlayFrame = 0;
playFrameCounter = 0;
TraceLog(TraceLogLevel.Info, "FINISH PLAYING!");
break;
}
}
playFrameCounter++;
}
//----------------------------------------------------------------------------------
// Update camera
//----------------------------------------------------------------------------------
camera.Target = player.Position;
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
// WARNING: On event replay, mouse-wheel internal value is set
camera.Zoom += ((float)GetMouseWheelMove() * 0.05f);
if (camera.Zoom > 3.0f) camera.Zoom = 3.0f;
else if (camera.Zoom < 0.25f) camera.Zoom = 0.25f;
for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
{
EnvElement element = envElements[i];
minX = MathF.Min(element.Rect.X, minX);
maxX = MathF.Max(element.Rect.X + element.Rect.Width, maxX);
minY = MathF.Min(element.Rect.Y, minY);
maxY = MathF.Max(element.Rect.Y + element.Rect.Height, maxY);
}
Vector2 max = GetWorldToScreen2D(new Vector2(maxX, maxY), camera);
Vector2 min = GetWorldToScreen2D(new Vector2(minX, minY), camera);
if (max.X < screenWidth) camera.Offset.X = screenWidth - (max.X - (float)screenWidth / 2);
if (max.Y < screenHeight) camera.Offset.Y = screenHeight - (max.Y - (float)screenHeight / 2);
if (min.X > 0) camera.Offset.X = (float)screenWidth / 2 - min.X;
if (min.Y > 0) camera.Offset.Y = (float)screenHeight / 2 - min.Y;
//----------------------------------------------------------------------------------
// Events management
if (IsKeyPressed(KeyboardKey.S)) // Toggle events recording
{
if (!eventPlaying)
{
if (eventRecording)
{
StopAutomationEventRecording();
eventRecording = false;
ExportAutomationEventList(aelist, "automation.rae");
TraceLog(TraceLogLevel.Info, $"RECORDED FRAMES: {aelist.Count}");
}
else
{
SetAutomationEventBaseFrame(180);
StartAutomationEventRecording();
eventRecording = true;
}
}
}
else if (IsKeyPressed(KeyboardKey.A)) // Toggle events playing (WARNING: Starts next frame)
{
if (!eventRecording && (aelist.Count > 0))
{
// Reset scene state to play
eventPlaying = true;
playFrameCounter = 0;
currentPlayFrame = 0;
player.Position = new Vector2(400, 280);
player.Speed = 0;
player.CanJump = false;
camera.Target = player.Position;
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
camera.Rotation = 0.0f;
camera.Zoom = 1.0f;
}
}
if (eventRecording || eventPlaying) frameCounter++;
else frameCounter = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.LightGray);
BeginMode2D(camera);
// Draw environment elements
for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
{
DrawRectangleRec(envElements[i].Rect, envElements[i].Color);
}
// Draw player rectangle
DrawRectangleRec(new Rectangle(player.Position.X - 20, player.Position.Y - 40, 40, 40), Color.Red);
EndMode2D();
// Draw game controls
DrawRectangle(10, 10, 290, 145, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(10, 10, 290, 145, Fade(Color.Blue, 0.8f));
DrawText("Controls:", 20, 20, 10, Color.Black);
DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, Color.DarkGray);
DrawText("- SPACE: Player jump", 30, 60, 10, Color.DarkGray);
DrawText("- R: Reset game state", 30, 80, 10, Color.DarkGray);
DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, Color.Black);
DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, Color.Black);
// Draw automation events recording indicator
if (eventRecording)
{
DrawRectangle(10, 160, 290, 30, Fade(Color.Red, 0.3f));
DrawRectangleLines(10, 160, 290, 30, Fade(Color.Maroon, 0.8f));
DrawCircle(30, 175, 10, Color.Maroon);
if (((frameCounter / 15) % 2) == 1) DrawText($"RECORDING EVENTS... [{aelist.Count}]", 50, 170, 10, Color.Maroon);
}
else if (eventPlaying)
{
DrawRectangle(10, 160, 290, 30, Fade(Color.Lime, 0.3f));
DrawRectangleLines(10, 160, 290, 30, Fade(Color.DarkGreen, 0.8f));
DrawTriangle(new Vector2(20, 155 + 10), new Vector2(20, 155 + 30), new Vector2(40, 155 + 20), Color.DarkGreen);
if (((frameCounter / 15) % 2) == 1) DrawText($"PLAYING RECORDED EVENTS... [{currentPlayFrame}]", 50, 170, 10, Color.DarkGreen);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadAutomationEventList(aelist);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events");
var game = new AutomationEvents();
game.Init();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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@ -1,21 +1,17 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
* raylib [core] example - basic screen manager
*
* Welcome to raylib!
* Example complexity rating: [★☆☆☆] 1/4
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
* NOTE: This example illustrates a very simple screen manager based on a states machines
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Enjoy using raylib. :)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -23,7 +19,7 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
enum GameScreen
internal enum GameScreen
{
Logo = 0,
Title,
@ -31,143 +27,160 @@ enum GameScreen
Ending
}
public class BasicScreenManager
public partial class BasicScreenManager : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Basic Screen Manager";
public string Title => "raylib [core] example - basic screen manager";
private GameScreen currentScreen;
private int framesCounter;
public void Init()
{
currentScreen = GameScreen.Logo;
// TODO: Initialize all required variables and load all required data here!
framesCounter = 0; // Useful to count frames
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
switch (currentScreen)
{
case GameScreen.Logo:
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = GameScreen.Title;
}
}
break;
case GameScreen.Title:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Gameplay;
}
}
break;
case GameScreen.Gameplay:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Ending;
}
}
break;
case GameScreen.Ending:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Title;
}
}
break;
default:
break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
switch (currentScreen)
{
case GameScreen.Logo:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, Color.LightGray);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, Color.Gray);
}
break;
case GameScreen.Title:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
DrawText("TITLE SCREEN", 20, 20, 40, Color.DarkGreen);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, Color.DarkGreen);
}
break;
case GameScreen.Gameplay:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Purple);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, Color.Maroon);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, Color.Maroon);
}
break;
case GameScreen.Ending:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Blue);
DrawText("ENDING SCREEN", 20, 20, 40, Color.DarkBlue);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, Color.DarkBlue);
}
break;
default:
break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// TODO: Unload all loaded data (textures, fonts, audio) here!
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
GameScreen currentScreen = GameScreen.Logo;
// TODO: Initialize all required variables and load all required data here!
// Useful to count frames
int framesCounter = 0;
SetTargetFPS(60); // Set desired framerate (frames-per-second)
//--------------------------------------------------------------------------------------
var game = new BasicScreenManager();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
switch (currentScreen)
{
case GameScreen.Logo:
{
// TODO: Update LOGO screen variables here!
// Count frames
framesCounter++;
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = GameScreen.Title;
}
}
break;
case GameScreen.Title:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Gameplay;
}
}
break;
case GameScreen.Gameplay:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Ending;
}
}
break;
case GameScreen.Ending:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Title;
}
}
break;
default:
break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
switch (currentScreen)
{
case GameScreen.Logo:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, Color.LightGray);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, Color.Gray);
}
break;
case GameScreen.Title:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
DrawText("TITLE SCREEN", 20, 20, 40, Color.DarkGreen);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, Color.DarkGreen);
}
break;
case GameScreen.Gameplay:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Purple);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, Color.Maroon);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, Color.Maroon);
}
break;
case GameScreen.Ending:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Blue);
DrawText("ENDING SCREEN", 20, 20, 40, Color.DarkBlue);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, Color.DarkBlue);
}
break;
default:
break;
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded data (textures, fonts, audio) here!
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

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@ -33,43 +33,56 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
public class BasicWindow
public partial class BasicWindow : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Basic Window";
public string Title => "raylib [core] example - basic window";
public void Init()
{
}
public void Update()
{
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Congrats! You created your first window!", 190, 200, 20, Color.LightGray);
EndDrawing();
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
var game = new BasicWindow();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Congrats! You created your first window!", 190, 200, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
return 0;
}

View file

@ -13,31 +13,37 @@
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public class Camera2dDemo
public partial class Camera2dDemo : IExample
{
public const int MaxBuildings = 100;
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Camera 2D Demo";
public string Title => "raylib [core] example - 2d camera";
private Rectangle player;
private Rectangle[] buildings;
private Color[] buildColors;
private Camera2D camera;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
player = new(400, 280, 40, 40);
buildings = new Rectangle[MaxBuildings];
buildColors = new Color[MaxBuildings];
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
var spacing = 0;
Rectangle player = new(400, 280, 40, 40);
Rectangle[] buildings = new Rectangle[MaxBuildings];
Color[] buildColors = new Color[MaxBuildings];
int spacing = 0;
for (int i = 0; i < MaxBuildings; i++)
for (var i = 0; i < MaxBuildings; i++)
{
buildings[i].Width = GetRandomValue(50, 200);
buildings[i].Height = GetRandomValue(100, 800);
@ -54,124 +60,139 @@ public class Camera2dDemo
);
}
Camera2D camera = new();
camera = new();
camera.Target = new Vector2(player.X + 20, player.Y + 20);
camera.Offset = new Vector2(screenWidth / 2, screenHeight / 2);
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
camera.Rotation = 0.0f;
camera.Zoom = 1.0f;
}
SetTargetFPS(60);
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Player movement
if (IsKeyDown(KeyboardKey.Right))
{
player.X += 2;
}
else if (IsKeyDown(KeyboardKey.Left))
{
player.X -= 2;
}
// Camera target follows player
camera.Target = new Vector2(player.X + 20, player.Y + 20);
// Camera rotation controls
if (IsKeyDown(KeyboardKey.A))
{
camera.Rotation--;
}
else if (IsKeyDown(KeyboardKey.S))
{
camera.Rotation++;
}
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.Rotation > 40)
{
camera.Rotation = 40;
}
else if (camera.Rotation < -40)
{
camera.Rotation = -40;
}
// Camera zoom controls
// Uses log scaling to provide consistent zoom speed
camera.Zoom = MathF.Exp(MathF.Log(camera.Zoom) + ((float)GetMouseWheelMove() * 0.1f));
if (camera.Zoom > 3.0f)
{
camera.Zoom = 3.0f;
}
else if (camera.Zoom < 0.1f)
{
camera.Zoom = 0.1f;
}
// Camera reset (zoom and rotation)
if (IsKeyPressed(KeyboardKey.R))
{
camera.Zoom = 1.0f;
camera.Rotation = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode2D(camera);
DrawRectangle(-6000, 320, 13000, 8000, Color.DarkGray);
for (var i = 0; i < MaxBuildings; i++)
{
DrawRectangleRec(buildings[i], buildColors[i]);
}
DrawRectangleRec(player, Color.Red);
DrawLine((int)camera.Target.X, -screenHeight * 10, (int)camera.Target.X, screenHeight * 10, Color.Green);
DrawLine(-screenWidth * 10, (int)camera.Target.Y, screenWidth * 10, (int)camera.Target.Y, Color.Green);
EndMode2D();
DrawText("SCREEN AREA", 640, 10, 20, Color.Red);
DrawRectangle(0, 0, screenWidth, 5, Color.Red);
DrawRectangle(0, 5, 5, screenHeight - 10, Color.Red);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, Color.Red);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, Color.Red);
DrawRectangle(10, 10, 250, 113, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(10, 10, 250, 113, Color.Blue);
DrawText("Free 2D camera controls:", 20, 20, 10, Color.Black);
DrawText("- Right/Left to move player", 40, 40, 10, Color.DarkGray);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, Color.DarkGray);
DrawText("- A / S to Rotate", 40, 80, 10, Color.DarkGray);
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new Camera2dDemo();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Player movement
if (IsKeyDown(KeyboardKey.Right))
{
player.X += 2;
}
else if (IsKeyDown(KeyboardKey.Left))
{
player.X -= 2;
}
// Camera3D target follows player
camera.Target = new Vector2(player.X + 20, player.Y + 20);
// Camera3D rotation controls
if (IsKeyDown(KeyboardKey.A))
{
camera.Rotation--;
}
else if (IsKeyDown(KeyboardKey.S))
{
camera.Rotation++;
}
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.Rotation > 40)
{
camera.Rotation = 40;
}
else if (camera.Rotation < -40)
{
camera.Rotation = -40;
}
// Camera3D zoom controls
camera.Zoom += ((float)GetMouseWheelMove() * 0.05f);
if (camera.Zoom > 3.0f)
{
camera.Zoom = 3.0f;
}
else if (camera.Zoom < 0.1f)
{
camera.Zoom = 0.1f;
}
// Camera3D reset (zoom and rotation)
if (IsKeyPressed(KeyboardKey.R))
{
camera.Zoom = 1.0f;
camera.Rotation = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode2D(camera);
DrawRectangle(-6000, 320, 13000, 8000, Color.DarkGray);
for (int i = 0; i < MaxBuildings; i++)
{
DrawRectangleRec(buildings[i], buildColors[i]);
}
DrawRectangleRec(player, Color.Red);
DrawRectangle((int)camera.Target.X, -500, 1, (int)(screenHeight * 4), Color.Green);
DrawLine(
(int)(-screenWidth * 10),
(int)camera.Target.Y,
(int)(screenWidth * 10),
(int)camera.Target.Y,
Color.Green
);
EndMode2D();
DrawText("SCREEN AREA", 640, 10, 20, Color.Red);
DrawRectangle(0, 0, (int)screenWidth, 5, Color.Red);
DrawRectangle(0, 5, 5, (int)screenHeight - 10, Color.Red);
DrawRectangle((int)screenWidth - 5, 5, 5, (int)screenHeight - 10, Color.Red);
DrawRectangle(0, (int)screenHeight - 5, (int)screenWidth, 5, Color.Red);
DrawRectangle(10, 10, 250, 113, ColorAlpha(Color.SkyBlue, 0.5f));
DrawRectangleLines(10, 10, 250, 113, Color.Blue);
DrawText("Free 2d camera controls:", 20, 20, 10, Color.Black);
DrawText("- Right/Left to move Offset", 40, 40, 10, Color.DarkGray);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, Color.DarkGray);
DrawText("- A / S to Rotate", 40, 80, 10, Color.DarkGray);
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,184 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera mouse zoom
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Core;
public partial class Camera2dMouseZoom : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Camera 2D Mouse Zoom";
public string Title => "raylib [core] example - 2d camera mouse zoom";
private Camera2D camera;
private int zoomMode; // 0-Mouse Wheel, 1-Mouse Move
public void Init()
{
camera = new Camera2D();
camera.Zoom = 1.0f;
zoomMode = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.One))
{
zoomMode = 0;
}
else if (IsKeyPressed(KeyboardKey.Two))
{
zoomMode = 1;
}
// Translate based on mouse right click
if (IsMouseButtonDown(MouseButton.Left))
{
Vector2 delta = GetMouseDelta();
delta = Vector2Scale(delta, -1.0f / camera.Zoom);
camera.Target = Vector2Add(camera.Target, delta);
}
if (zoomMode == 0)
{
// Zoom based on mouse wheel
float wheel = GetMouseWheelMove();
if (wheel != 0)
{
// Get the world point that is under the mouse
Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
// Set the offset to where the mouse is
camera.Offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom
camera.Target = mouseWorldPos;
// Zoom increment
// Uses log scaling to provide consistent zoom speed
float scale = 0.2f * wheel;
camera.Zoom = Clamp(MathF.Exp(MathF.Log(camera.Zoom) + scale), 0.125f, 64.0f);
}
}
else
{
// Zoom based on mouse right click
if (IsMouseButtonPressed(MouseButton.Right))
{
// Get the world point that is under the mouse
Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
// Set the offset to where the mouse is
camera.Offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom
camera.Target = mouseWorldPos;
}
if (IsMouseButtonDown(MouseButton.Right))
{
// Zoom increment
// Uses log scaling to provide consistent zoom speed
float deltaX = GetMouseDelta().X;
float scale = 0.005f * deltaX;
camera.Zoom = Clamp(MathF.Exp(MathF.Log(camera.Zoom) + scale), 0.125f, 64.0f);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode2D(camera);
// Draw the 3d grid, rotated 90 degrees and centered around 0,0
// just so we have something in the XY plane
Rlgl.PushMatrix();
Rlgl.Translatef(0, 25 * 50, 0);
Rlgl.Rotatef(90, 1, 0, 0);
DrawGrid(100, 50);
Rlgl.PopMatrix();
// Draw a reference circle
DrawCircle(GetScreenWidth() / 2, GetScreenHeight() / 2, 50, Color.Maroon);
EndMode2D();
// Draw mouse reference
//Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera)
DrawCircleV(GetMousePosition(), 4, Color.DarkGray);
DrawTextEx(GetFontDefault(), $"[{GetMouseX()}, {GetMouseY()}]",
Vector2Add(GetMousePosition(), new Vector2(-44, -24)), 20, 2, Color.Black);
DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, Color.DarkGray);
if (zoomMode == 0)
{
DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, Color.DarkGray);
}
else
{
DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, Color.DarkGray);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera mouse zoom");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new Camera2dMouseZoom();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -2,12 +2,16 @@
*
* raylib [core] example - 2d camera platformer
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 3.0
*
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 arvyy (@arvyy)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 arvyy (@arvyy)
*
********************************************************************************************/
@ -18,20 +22,27 @@ using static Raylib_cs.Raymath;
namespace Examples.Core;
public class Camera2dPlatformer
public partial class Camera2dPlatformer : IExample
{
const int G = 400;
const float PlayerJumpSpeed = 350.0f;
const float PlayerHorSpeed = 200.0f;
private const int screenWidth = 800;
private const int screenHeight = 450;
struct Player
private const int G = 400;
private const float PlayerJumpSpeed = 350.0f;
private const float PlayerHorSpeed = 200.0f;
public string Name => "Core / 2D Camera Platformer";
public string Title => "raylib [core] example - 2d camera platformer";
private struct Player
{
public Vector2 Position;
public float Speed;
public bool CanJump;
}
struct EnvItem
private struct EnvItem
{
public Rectangle Rect;
public int Blocking;
@ -45,7 +56,7 @@ public class Camera2dPlatformer
}
}
delegate void CameraUpdaterCallback(
private delegate void CameraUpdaterCallback(
ref Camera2D camera,
ref Player player,
EnvItem[] envItems,
@ -54,21 +65,22 @@ public class Camera2dPlatformer
int height
);
public static int Main()
private Player player;
private EnvItem[] envItems;
private Camera2D camera;
private CameraUpdaterCallback[] cameraUpdaters;
private int cameraOption;
private int cameraUpdatersLength;
private string[] cameraDescriptions;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Player player = new();
player = new();
player.Position = new Vector2(400, 280);
player.Speed = 0;
player.CanJump = false;
EnvItem[] envItems = new EnvItem[]
envItems = new EnvItem[]
{
new EnvItem(new Rectangle(0, 0, 1000, 400), 0, Color.LightGray),
new EnvItem(new Rectangle(0, 400, 1000, 200), 1, Color.Gray),
@ -77,14 +89,14 @@ public class Camera2dPlatformer
new EnvItem(new Rectangle(650, 300, 100, 10), 1, Color.Gray)
};
Camera2D camera = new();
camera = new();
camera.Target = player.Position;
camera.Offset = new Vector2(screenWidth / 2, screenHeight / 2);
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
camera.Rotation = 0.0f;
camera.Zoom = 1.0f;
// Store callbacks to the multiple update camera functions
CameraUpdaterCallback[] cameraUpdaters = new CameraUpdaterCallback[]
// Store pointers to the multiple update camera functions
cameraUpdaters = new CameraUpdaterCallback[]
{
UpdateCameraCenter,
UpdateCameraCenterInsideMap,
@ -93,93 +105,89 @@ public class Camera2dPlatformer
UpdateCameraPlayerBoundsPush
};
int cameraOption = 0;
int cameraUpdatersLength = cameraUpdaters.Length;
cameraOption = 0;
cameraUpdatersLength = cameraUpdaters.Length;
string[] cameraDescriptions = new string[]{
cameraDescriptions = new string[]{
"Follow player center",
"Follow player center, but clamp to map edges",
"Follow player center; smoothed",
"Follow player center horizontally; update player center vertically after landing",
"Player push camera on getting too close to screen edge"
};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = GetFrameTime();
UpdatePlayer(ref player, envItems, deltaTime);
camera.Zoom += ((float)GetMouseWheelMove() * 0.05f);
if (camera.Zoom > 3.0f)
{
camera.Zoom = 3.0f;
}
else if (camera.Zoom < 0.25f)
{
camera.Zoom = 0.25f;
}
if (IsKeyPressed(KeyboardKey.R))
{
camera.Zoom = 1.0f;
player.Position = new Vector2(400, 280);
}
if (IsKeyPressed(KeyboardKey.C))
{
cameraOption = (cameraOption + 1) % cameraUpdatersLength;
}
// Call update camera function by its pointer
cameraUpdaters[cameraOption](ref camera, ref player, envItems, deltaTime, screenWidth, screenHeight);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.LightGray);
BeginMode2D(camera);
for (int i = 0; i < envItems.Length; i++)
{
DrawRectangleRec(envItems[i].Rect, envItems[i].Color);
}
Rectangle playerRect = new(player.Position.X - 20, player.Position.Y - 40, 40, 40);
DrawRectangleRec(playerRect, Color.Red);
EndMode2D();
DrawText("Controls:", 20, 20, 10, Color.Black);
DrawText("- Right/Left to move", 40, 40, 10, Color.DarkGray);
DrawText("- Space to jump", 40, 60, 10, Color.DarkGray);
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, Color.DarkGray);
DrawText("- C to change camera mode", 40, 100, 10, Color.DarkGray);
DrawText("Current camera mode:", 20, 120, 10, Color.Black);
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
static void UpdatePlayer(ref Player player, EnvItem[] envItems, float delta)
public void Update()
{
// Update
//----------------------------------------------------------------------------------
var deltaTime = GetFrameTime();
UpdatePlayer(ref player, envItems, deltaTime);
camera.Zoom += ((float)GetMouseWheelMove() * 0.05f);
if (camera.Zoom > 3.0f)
{
camera.Zoom = 3.0f;
}
else if (camera.Zoom < 0.25f)
{
camera.Zoom = 0.25f;
}
if (IsKeyPressed(KeyboardKey.R))
{
camera.Zoom = 1.0f;
player.Position = new Vector2(400, 280);
}
if (IsKeyPressed(KeyboardKey.C))
{
cameraOption = (cameraOption + 1) % cameraUpdatersLength;
}
// Call update camera function by its pointer
cameraUpdaters[cameraOption](ref camera, ref player, envItems, deltaTime, screenWidth, screenHeight);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.LightGray);
BeginMode2D(camera);
for (var i = 0; i < envItems.Length; i++)
{
DrawRectangleRec(envItems[i].Rect, envItems[i].Color);
}
Rectangle playerRect = new(player.Position.X - 20, player.Position.Y - 40, 40.0f, 40.0f);
DrawRectangleRec(playerRect, Color.Red);
DrawCircleV(player.Position, 5.0f, Color.Gold);
EndMode2D();
DrawText("Controls:", 20, 20, 10, Color.Black);
DrawText("- Right/Left to move", 40, 40, 10, Color.DarkGray);
DrawText("- Space to jump", 40, 60, 10, Color.DarkGray);
DrawText("- Mouse Wheel to Zoom in-out", 40, 80, 10, Color.DarkGray);
DrawText("- R to reset position + zoom", 40, 100, 10, Color.DarkGray);
DrawText("- C to change camera mode", 40, 120, 10, Color.DarkGray);
DrawText("Current camera mode:", 20, 140, 10, Color.Black);
DrawText(cameraDescriptions[cameraOption], 40, 160, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
private static void UpdatePlayer(ref Player player, EnvItem[] envItems, float delta)
{
if (IsKeyDown(KeyboardKey.Left))
{
@ -197,11 +205,11 @@ public class Camera2dPlatformer
player.CanJump = false;
}
int hitObstacle = 0;
for (int i = 0; i < envItems.Length; i++)
var hitObstacle = 0;
for (var i = 0; i < envItems.Length; i++)
{
EnvItem ei = envItems[i];
Vector2 p = player.Position;
var ei = envItems[i];
var p = player.Position;
if (ei.Blocking != 0 &&
ei.Rect.X <= p.X &&
ei.Rect.X + ei.Rect.Width >= p.X &&
@ -211,6 +219,7 @@ public class Camera2dPlatformer
hitObstacle = 1;
player.Speed = 0.0f;
player.Position.Y = ei.Rect.Y;
break;
}
}
@ -226,7 +235,7 @@ public class Camera2dPlatformer
}
}
static void UpdateCameraCenter(
private static void UpdateCameraCenter(
ref Camera2D camera,
ref Player player,
EnvItem[] envItems,
@ -235,11 +244,11 @@ public class Camera2dPlatformer
int height
)
{
camera.Offset = new Vector2(width / 2, height / 2);
camera.Offset = new Vector2(width / 2.0f, height / 2.0f);
camera.Target = player.Position;
}
static void UpdateCameraCenterInsideMap(
private static void UpdateCameraCenterInsideMap(
ref Camera2D camera,
ref Player player,
EnvItem[] envItems,
@ -248,43 +257,43 @@ public class Camera2dPlatformer
int height)
{
camera.Target = player.Position;
camera.Offset = new Vector2(width / 2, height / 2);
camera.Offset = new Vector2(width / 2.0f, height / 2.0f);
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
for (int i = 0; i < envItems.Length; i++)
for (var i = 0; i < envItems.Length; i++)
{
EnvItem ei = envItems[i];
var ei = envItems[i];
minX = Math.Min(ei.Rect.X, minX);
maxX = Math.Max(ei.Rect.X + ei.Rect.Width, maxX);
minY = Math.Min(ei.Rect.Y, minY);
maxY = Math.Max(ei.Rect.Y + ei.Rect.Height, maxY);
}
Vector2 max = GetWorldToScreen2D(new Vector2(maxX, maxY), camera);
Vector2 min = GetWorldToScreen2D(new Vector2(minX, minY), camera);
var max = GetWorldToScreen2D(new Vector2(maxX, maxY), camera);
var min = GetWorldToScreen2D(new Vector2(minX, minY), camera);
if (max.X < width)
{
camera.Offset.X = width - (max.X - width / 2);
camera.Offset.X = width - (max.X - width / 2.0f);
}
if (max.Y < height)
{
camera.Offset.Y = height - (max.Y - height / 2);
camera.Offset.Y = height - (max.Y - height / 2.0f);
}
if (min.X > 0)
{
camera.Offset.X = width / 2 - min.X;
camera.Offset.X = width / 2.0f - min.X;
}
if (min.Y > 0)
{
camera.Offset.Y = height / 2 - min.Y;
camera.Offset.Y = height / 2.0f - min.Y;
}
}
static void UpdateCameraCenterSmoothFollow(
private static void UpdateCameraCenterSmoothFollow(
ref Camera2D camera,
ref Player player,
EnvItem[] envItems,
@ -297,18 +306,18 @@ public class Camera2dPlatformer
const float minEffectLength = 10;
const float fractionSpeed = 0.8f;
camera.Offset = new Vector2(width / 2, height / 2);
Vector2 diff = Vector2Subtract(player.Position, camera.Target);
float length = Vector2Length(diff);
camera.Offset = new Vector2(width / 2.0f, height / 2.0f);
var diff = Vector2Subtract(player.Position, camera.Target);
var length = Vector2Length(diff);
if (length > minEffectLength)
{
float speed = Math.Max(fractionSpeed * length, minSpeed);
var speed = Math.Max(fractionSpeed * length, minSpeed);
camera.Target = Vector2Add(camera.Target, Vector2Scale(diff, speed * delta / length));
}
}
static void UpdateCameraEvenOutOnLanding(
private static void UpdateCameraEvenOutOnLanding(
ref Camera2D camera,
ref Player player,
EnvItem[] envItems,
@ -318,10 +327,10 @@ public class Camera2dPlatformer
)
{
float evenOutSpeed = 700;
int eveningOut = 0;
float evenOutTarget = 0.0f;
var eveningOut = 0;
var evenOutTarget = 0.0f;
camera.Offset = new Vector2(width / 2, height / 2);
camera.Offset = new Vector2(width / 2.0f, height / 2.0f);
camera.Target.X = player.Position.X;
if (eveningOut != 0)
@ -357,7 +366,7 @@ public class Camera2dPlatformer
}
}
static void UpdateCameraPlayerBoundsPush(
private static void UpdateCameraPlayerBoundsPush(
ref Camera2D camera,
ref Player player,
EnvItem[] envItems,
@ -368,11 +377,11 @@ public class Camera2dPlatformer
{
Vector2 bbox = new(0.2f, 0.2f);
Vector2 bboxWorldMin = GetScreenToWorld2D(
var bboxWorldMin = GetScreenToWorld2D(
new Vector2((1 - bbox.X) * 0.5f * width, (1 - bbox.Y) * 0.5f * height),
camera
);
Vector2 bboxWorldMax = GetScreenToWorld2D(
var bboxWorldMax = GetScreenToWorld2D(
new Vector2((1 + bbox.X) * 0.5f * width,
(1 + bbox.Y) * 0.5f * height),
camera
@ -399,4 +408,32 @@ public class Camera2dPlatformer
camera.Target.Y = bboxWorldMin.Y + (player.Position.Y - bboxWorldMax.Y);
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera platformer");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new Camera2dPlatformer();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -2,10 +2,14 @@
*
* raylib [core] example - 3d camera first person
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [★★☆☆] 2/4
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,171 +18,202 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
public class Camera3dFirstPerson
public partial class Camera3dFirstPerson : IExample
{
public const int MaxColumns = 20;
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Camera 3D First Person";
public string Title => "raylib [core] example - 3d camera first person";
public bool CursorDisabled => true;
private Camera3D camera;
private CameraMode cameraMode;
private float[] heights;
private Vector3[] positions;
private Color[] colors;
public void Init()
{
// Define the camera to look into our 3d world (position, target, up vector)
camera = new();
camera.Position = new Vector3(0.0f, 2.0f, 4.0f); // Camera position
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 60.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
cameraMode = CameraMode.FirstPerson;
// Generates some random columns
heights = new float[MaxColumns];
positions = new Vector3[MaxColumns];
colors = new Color[MaxColumns];
for (var i = 0; i < MaxColumns; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = new Vector3(GetRandomValue(-15, 15), heights[i] / 2.0f, GetRandomValue(-15, 15));
colors[i] = new Color(GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255);
}
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Switch camera mode
if (IsKeyPressed(KeyboardKey.One))
{
cameraMode = CameraMode.Free;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
}
if (IsKeyPressed(KeyboardKey.Two))
{
cameraMode = CameraMode.FirstPerson;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
}
if (IsKeyPressed(KeyboardKey.Three))
{
cameraMode = CameraMode.ThirdPerson;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
}
if (IsKeyPressed(KeyboardKey.Four))
{
cameraMode = CameraMode.Orbital;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
}
// Switch camera projection
if (IsKeyPressed(KeyboardKey.P))
{
if (camera.Projection == CameraProjection.Perspective)
{
// Create isometric view
cameraMode = CameraMode.ThirdPerson;
// Note: The target distance is related to the render distance in the orthographic projection
camera.Position = new Vector3(0.0f, 2.0f, -100.0f);
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.Projection = CameraProjection.Orthographic;
camera.FovY = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
// CameraYaw(&camera, -135 * DEG2RAD, true);
// CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
}
else if (camera.Projection == CameraProjection.Orthographic)
{
// Reset to default view
cameraMode = CameraMode.ThirdPerson;
camera.Position = new Vector3(0.0f, 2.0f, 10.0f);
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.Projection = CameraProjection.Perspective;
camera.FovY = 60.0f;
}
}
// Update camera computes movement internally depending on the camera mode
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
// For advanced camera controls, it's recommended to compute camera movement manually
UpdateCamera(ref camera, cameraMode); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
// Draw ground
DrawPlane(new Vector3(0.0f, 0.0f, 0.0f), new Vector2(32.0f, 32.0f), Color.LightGray);
// Draw a blue wall
DrawCube(new Vector3(-16.0f, 2.5f, 0.0f), 1.0f, 5.0f, 32.0f, Color.Blue);
// Draw a green wall
DrawCube(new Vector3(16.0f, 2.5f, 0.0f), 1.0f, 5.0f, 32.0f, Color.Lime);
// Draw a yellow wall
DrawCube(new Vector3(0.0f, 2.5f, 16.0f), 32.0f, 5.0f, 1.0f, Color.Gold);
// Draw some cubes around
for (var i = 0; i < MaxColumns; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, Color.Maroon);
}
// Draw player cube
if (cameraMode == CameraMode.ThirdPerson)
{
DrawCube(camera.Target, 0.5f, 0.5f, 0.5f, Color.Purple);
DrawCubeWires(camera.Target, 0.5f, 0.5f, 0.5f, Color.DarkPurple);
}
EndMode3D();
// Draw info boxes
DrawRectangle(5, 5, 330, 100, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(5, 5, 330, 100, Color.Blue);
DrawText("Camera controls:", 15, 15, 10, Color.Black);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, Color.Black);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, Color.Black);
DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, Color.Black);
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, Color.Black);
DrawText("- Camera projection key: P", 15, 90, 10, Color.Black);
DrawRectangle(600, 5, 195, 100, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(600, 5, 195, 100, Color.Blue);
DrawText("Camera status:", 610, 15, 10, Color.Black);
DrawText($"- Mode: {cameraMode}", 610, 30, 10, Color.Black);
DrawText($"- Projection: {camera.Projection}", 610, 45, 10, Color.Black);
DrawText($"- Position: {camera.Position}", 610, 60, 10, Color.Black);
DrawText($"- Target: {camera.Target}", 610, 75, 10, Color.Black);
DrawText($"- Up: {camera.Up}", 610, 90, 10, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera3D camera = new();
camera.Position = new Vector3(4.0f, 2.0f, 4.0f);
camera.Target = new Vector3(0.0f, 1.8f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 60.0f;
camera.Projection = CameraProjection.Perspective;
DisableCursor(); // Limit cursor to relative movement inside the window
// Generates some random columns
float[] heights = new float[MaxColumns];
Vector3[] positions = new Vector3[MaxColumns];
Color[] colors = new Color[MaxColumns];
for (int i = 0; i < MaxColumns; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = new Vector3(GetRandomValue(-15, 15), heights[i] / 2, GetRandomValue(-15, 15));
colors[i] = new Color(GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255);
}
CameraMode cameraMode = CameraMode.FirstPerson;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new Camera3dFirstPerson();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Switch camera mode
if (IsKeyPressed(KeyboardKey.One))
{
cameraMode = CameraMode.Free;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
}
if (IsKeyPressed(KeyboardKey.Two))
{
cameraMode = CameraMode.FirstPerson;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
}
if (IsKeyPressed(KeyboardKey.Three))
{
cameraMode = CameraMode.ThirdPerson;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
}
if (IsKeyPressed(KeyboardKey.Four))
{
cameraMode = CameraMode.Orbital;
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
}
// Switch camera projection
if (IsKeyPressed(KeyboardKey.P))
{
if (camera.Projection == CameraProjection.Perspective)
{
// Create isometric view
cameraMode = CameraMode.ThirdPerson;
// Note: The target distance is related to the render distance in the orthographic projection
camera.Position = new Vector3(0.0f, 2.0f, -100.0f);
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.Projection = CameraProjection.Orthographic;
camera.FovY = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
// CameraYaw(&camera, -135 * DEG2RAD, true);
// CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
}
else if (camera.Projection == CameraProjection.Orthographic)
{
// Reset to default view
cameraMode = CameraMode.ThirdPerson;
camera.Position = new Vector3(0.0f, 2.0f, 10.0f);
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.Projection = CameraProjection.Perspective;
camera.FovY = 60.0f;
}
}
// Update camera computes movement internally depending on the camera mode
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
// For advance camera controls, it's reecommended to compute camera movement manually
UpdateCamera(ref camera, cameraMode);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
// Draw ground
DrawPlane(new Vector3(0.0f, 0.0f, 0.0f), new Vector2(32.0f, 32.0f), Color.LightGray);
// Draw a blue wall
DrawCube(new Vector3(-16.0f, 2.5f, 0.0f), 1.0f, 5.0f, 32.0f, Color.Blue);
// Draw a green wall
DrawCube(new Vector3(16.0f, 2.5f, 0.0f), 1.0f, 5.0f, 32.0f, Color.Lime);
// Draw a yellow wall
DrawCube(new Vector3(0.0f, 2.5f, 16.0f), 32.0f, 5.0f, 1.0f, Color.Gold);
// Draw some cubes around
for (int i = 0; i < MaxColumns; i++)
{
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, Color.Maroon);
}
// Draw player cube
if (cameraMode == CameraMode.ThirdPerson)
{
DrawCube(camera.Target, 0.5f, 0.5f, 0.5f, Color.Purple);
DrawCubeWires(camera.Target, 0.5f, 0.5f, 0.5f, Color.DarkPurple);
}
EndMode3D();
// Draw info boxes
DrawRectangle(5, 5, 330, 100, ColorAlpha(Color.SkyBlue, 0.5f));
DrawRectangleLines(10, 10, 330, 100, Color.Blue);
DrawText("Camera controls:", 15, 15, 10, Color.Black);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, Color.Black);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, Color.Black);
DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, Color.Black);
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, Color.Black);
DrawText("- Camera projection key: P", 15, 90, 10, Color.Black);
DrawRectangle(600, 5, 195, 100, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(600, 5, 195, 100, Color.Blue);
DrawText("Camera status:", 610, 15, 10, Color.Black);
DrawText($"- Mode: {cameraMode}", 610, 30, 10, Color.Black);
DrawText($"- Projection: {camera.Projection}", 610, 45, 10, Color.Black);
DrawText($"- Position: {camera.Position}", 610, 60, 10, Color.Black);
DrawText($"- Target: {camera.Target}", 610, 75, 10, Color.Black);
DrawText($"- Up: {camera.Up}", 610, 90, 10, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,348 @@
/*******************************************************************************************
*
* raylib [core] example - 3d camera fps
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Agnis Aldiņš (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Agnis Aldiņš (@nezvers)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using static Raylib_cs.Raymath;
namespace Examples.Core;
public partial class Camera3dFps : IExample
{
// Movement constants
private const float GRAVITY = 32.0f;
private const float MAX_SPEED = 20.0f;
private const float CROUCH_SPEED = 5.0f;
private const float JUMP_FORCE = 12.0f;
private const float MAX_ACCEL = 150.0f;
// Grounded drag
private const float FRICTION = 0.86f;
// Increasing air drag, increases strafing speed
private const float AIR_DRAG = 0.98f;
// Responsiveness for turning movement direction to looked direction
private const float CONTROL = 15.0f;
private const float CROUCH_HEIGHT = 0.0f;
private const float STAND_HEIGHT = 1.0f;
private const float BOTTOM_HEIGHT = 0.5f;
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / 3D Camera FPS";
public string Title => "raylib [core] example - 3d camera fps";
public bool CursorDisabled => true;
// Body structure
private struct Body
{
public Vector3 Position;
public Vector3 Velocity;
public Vector3 Dir;
public bool IsGrounded;
}
// State that was global in the C example
private readonly Vector2 sensitivity = new Vector2(0.001f, 0.001f);
private Body player;
private Vector2 lookRotation;
private float headTimer;
private float walkLerp;
private float headLerp;
private Vector2 lean;
private Camera3D camera;
public void Init()
{
player = new Body();
lookRotation = new Vector2(0, 0);
headTimer = 0.0f;
walkLerp = 0.0f;
headLerp = STAND_HEIGHT;
lean = new Vector2(0, 0);
// Initialize camera variables
// NOTE: UpdateCameraFPS() takes care of the rest
camera = new Camera3D();
camera.FovY = 60.0f;
camera.Projection = CameraProjection.Perspective;
camera.Position = new Vector3(
player.Position.X,
player.Position.Y + (BOTTOM_HEIGHT + headLerp),
player.Position.Z);
UpdateCameraFPS(ref camera); // Update camera parameters
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
Vector2 mouseDelta = GetMouseDelta();
lookRotation.X -= mouseDelta.X * sensitivity.X;
lookRotation.Y += mouseDelta.Y * sensitivity.Y;
int sideway = (IsKeyDown(KeyboardKey.D) ? 1 : 0) - (IsKeyDown(KeyboardKey.A) ? 1 : 0);
int forward = (IsKeyDown(KeyboardKey.W) ? 1 : 0) - (IsKeyDown(KeyboardKey.S) ? 1 : 0);
bool crouching = IsKeyDown(KeyboardKey.LeftControl);
UpdateBody(ref player, lookRotation.X, sideway, forward, IsKeyPressed(KeyboardKey.Space), crouching);
float delta = GetFrameTime();
headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f * delta);
camera.Position = new Vector3(
player.Position.X,
player.Position.Y + (BOTTOM_HEIGHT + headLerp),
player.Position.Z);
if (player.IsGrounded && ((forward != 0) || (sideway != 0)))
{
headTimer += delta * 3.0f;
walkLerp = Lerp(walkLerp, 1.0f, 10.0f * delta);
camera.FovY = Lerp(camera.FovY, 55.0f, 5.0f * delta);
}
else
{
walkLerp = Lerp(walkLerp, 0.0f, 10.0f * delta);
camera.FovY = Lerp(camera.FovY, 60.0f, 5.0f * delta);
}
lean.X = Lerp(lean.X, sideway * 0.02f, 10.0f * delta);
lean.Y = Lerp(lean.Y, forward * 0.015f, 10.0f * delta);
UpdateCameraFPS(ref camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawLevel();
EndMode3D();
// Draw info box
DrawRectangle(5, 5, 330, 75, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(5, 5, 330, 75, Color.Blue);
DrawText("Camera controls:", 15, 15, 10, Color.Black);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, Color.Black);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, Color.Black);
float velLen = Vector2Length(new Vector2(player.Velocity.X, player.Velocity.Z));
DrawText($"- Velocity Len: ({velLen:00.000})", 15, 60, 10, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
// Update body considering current world state
private void UpdateBody(ref Body body, float rot, int side, int forward, bool jumpPressed, bool crouchHold)
{
Vector2 input = new Vector2((float)side, (float)-forward);
// Upstream guards this with `#if defined(NORMALIZE_INPUT)`, which is always true given the
// `#define NORMALIZE_INPUT 0` above it (defined() tests definedness, not the value), so the
// diagonal-movement normalization is active.
// Slow down diagonal movement
if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
float delta = GetFrameTime();
if (!body.IsGrounded) body.Velocity.Y -= GRAVITY * delta;
if (body.IsGrounded && jumpPressed)
{
body.Velocity.Y = JUMP_FORCE;
body.IsGrounded = false;
// Sound can be played at this moment
//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
//PlaySound(fxJump);
}
Vector3 front = new Vector3(MathF.Sin(rot), 0.0f, MathF.Cos(rot));
Vector3 right = new Vector3(MathF.Cos(-rot), 0.0f, MathF.Sin(-rot));
Vector3 desiredDir = new Vector3(
input.X * right.X + input.Y * front.X,
0.0f,
input.X * right.Z + input.Y * front.Z);
body.Dir = Vector3Lerp(body.Dir, desiredDir, CONTROL * delta);
float decel = (body.IsGrounded ? FRICTION : AIR_DRAG);
Vector3 hvel = new Vector3(body.Velocity.X * decel, 0.0f, body.Velocity.Z * decel);
float hvelLength = Vector3Length(hvel); // Magnitude
if (hvelLength < (MAX_SPEED * 0.01f)) hvel = new Vector3(0, 0, 0);
// This is what creates strafing
float speed = Vector3DotProduct(hvel, body.Dir);
// Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
// a Player can make the speed faster by bringing the direction closer to horizontal velocity angle
// More info here: https://youtu.be/v3zT3Z5apaM?t=165
float maxSpeed = (crouchHold ? CROUCH_SPEED : MAX_SPEED);
float accel = Clamp(maxSpeed - speed, 0.0f, MAX_ACCEL * delta);
hvel.X += body.Dir.X * accel;
hvel.Z += body.Dir.Z * accel;
body.Velocity.X = hvel.X;
body.Velocity.Z = hvel.Z;
body.Position.X += body.Velocity.X * delta;
body.Position.Y += body.Velocity.Y * delta;
body.Position.Z += body.Velocity.Z * delta;
// Fancy collision system against the floor
if (body.Position.Y <= 0.0f)
{
body.Position.Y = 0.0f;
body.Velocity.Y = 0.0f;
body.IsGrounded = true; // Enable jumping
}
}
// Update camera for FPS behaviour
private void UpdateCameraFPS(ref Camera3D camera)
{
Vector3 up = new Vector3(0.0f, 1.0f, 0.0f);
Vector3 targetOffset = new Vector3(0.0f, 0.0f, -1.0f);
// Left and right
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.X);
// Clamp view up
float maxAngleUp = Vector3Angle(up, yaw);
maxAngleUp -= 0.001f; // Avoid numerical errors
if (-(lookRotation.Y) > maxAngleUp) { lookRotation.Y = -maxAngleUp; }
// Clamp view down
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
maxAngleDown *= -1.0f; // Downwards angle is negative
maxAngleDown += 0.001f; // Avoid numerical errors
if (-(lookRotation.Y) < maxAngleDown) { lookRotation.Y = -maxAngleDown; }
// Up and down
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
// Rotate view vector around right axis
float pitchAngle = -lookRotation.Y - lean.Y;
pitchAngle = Clamp(pitchAngle, -MathF.PI / 2 + 0.0001f, MathF.PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
// Head animation
// Rotate up direction around forward axis
float headSin = MathF.Sin(headTimer * MathF.PI);
float headCos = MathF.Cos(headTimer * MathF.PI);
const float stepRotation = 0.01f;
camera.Up = Vector3RotateByAxisAngle(up, pitch, headSin * stepRotation + lean.X);
// Camera BOB
const float bobSide = 0.1f;
const float bobUp = 0.15f;
Vector3 bobbing = Vector3Scale(right, headSin * bobSide);
bobbing.Y = MathF.Abs(headCos * bobUp);
camera.Position = Vector3Add(camera.Position, Vector3Scale(bobbing, walkLerp));
camera.Target = Vector3Add(camera.Position, pitch);
}
// Draw game level
private void DrawLevel()
{
const int floorExtent = 25;
const float tileSize = 5.0f;
Color tileColor1 = new Color(150, 200, 200, 255);
// Floor tiles
for (int y = -floorExtent; y < floorExtent; y++)
{
for (int x = -floorExtent; x < floorExtent; x++)
{
if ((y & 1) != 0 && (x & 1) != 0)
{
DrawPlane(new Vector3(x * tileSize, 0.0f, y * tileSize), new Vector2(tileSize, tileSize), tileColor1);
}
else if ((y & 1) == 0 && (x & 1) == 0)
{
DrawPlane(new Vector3(x * tileSize, 0.0f, y * tileSize), new Vector2(tileSize, tileSize), Color.LightGray);
}
}
}
Vector3 towerSize = new Vector3(16.0f, 32.0f, 16.0f);
Color towerColor = new Color(150, 200, 200, 255);
Vector3 towerPos = new Vector3(16.0f, 16.0f, 16.0f);
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, Color.DarkBlue);
towerPos.X *= -1;
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, Color.DarkBlue);
towerPos.Z *= -1;
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, Color.DarkBlue);
towerPos.X *= -1;
DrawCubeV(towerPos, towerSize, towerColor);
DrawCubeWiresV(towerPos, towerSize, Color.DarkBlue);
// Red sun
DrawSphere(new Vector3(300.0f, 300.0f, 0.0f), 100.0f, new Color(255, 0, 0, 255));
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera fps");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new Camera3dFps();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [core] example - Initialize 3d camera free
* raylib [core] example - 3d camera free
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [★☆☆☆] 1/4
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,74 +18,100 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
public class Camera3dFree
public partial class Camera3dFree : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Camera 3D Free";
public string Title => "raylib [core] example - 3d camera free";
public bool CursorDisabled => true;
private Camera3D camera;
private Vector3 cubePosition;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
cubePosition = new(0.0f, 0.0f, 0.0f);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
if (IsKeyPressed(KeyboardKey.Z))
{
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
DrawGrid(10, 1.0f);
EndMode3D();
DrawRectangle(10, 10, 320, 93, Fade(Color.SkyBlue, 0.5f));
DrawRectangleLines(10, 10, 320, 93, Color.Blue);
DrawText("Free camera default controls:", 20, 20, 10, Color.Black);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, Color.DarkGray);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, Color.DarkGray);
DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera3D camera;
camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
DisableCursor(); // Limit cursor to relative movement inside the window
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new Camera3dFree();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
if (IsKeyDown(KeyboardKey.Z))
{
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
DrawGrid(10, 1.0f);
EndMode3D();
DrawRectangle(10, 10, 320, 133, ColorAlpha(Color.SkyBlue, 0.5f));
DrawRectangleLines(10, 10, 320, 133, Color.Blue);
DrawText("Free camera default controls:", 20, 20, 10, Color.Black);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, Color.DarkGray);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, Color.DarkGray);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, Color.DarkGray);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, Color.DarkGray);
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [core] example - Initialize 3d camera mode
* raylib [core] example - 3d camera mode
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [★☆☆☆] 1/4
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -14,63 +18,82 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
public class Camera3dMode
public partial class Camera3dMode : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private Camera3D camera;
private Vector3 cubePosition;
public string Name => "Core / Camera 3D Mode";
public string Title => "raylib [core] example - 3d camera mode";
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(0.0f, 10.0f, 10.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera mode type
cubePosition = new(0.0f, 0.0f, 0.0f);
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Welcome to the third dimension!", 10, 40, 20, Color.DarkGray);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
// Define the camera to look into our 3d world
Camera3D camera = new();
camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new Camera3dMode();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Welcome to the third dimension!", 10, 40, 20, Color.DarkGray);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,286 @@
/*******************************************************************************************
*
* raylib [core] example - clipboard text
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Ananth S (@Ananth1839) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ananth S (@Ananth1839)
*
********************************************************************************************/
// NOTE: The upstream C example uses raygui (GuiTextBox/GuiButton/GuiLabel) for its UI.
// raygui is not bound in raylib-cs, so the widgets below are minimal re-implementations
// using plain raylib drawing/input. Clipboard behaviour (cut/copy/paste and CTRL+X/C/V
// shortcuts) matches the original.
using System;
using System.Numerics;
using System.Text;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public partial class ClipboardText : IExample
{
private const int MaxTextSamples = 5;
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Clipboard Text";
public string Title => "raylib [core] example - clipboard text";
private string[] sampleTexts;
private string clipboardText;
private StringBuilder inputBuffer;
// UI required variables
private bool textBoxEditMode;
private bool btnCutPressed;
private bool btnCopyPressed;
private bool btnPastePressed;
private bool btnClearPressed;
private bool btnRandomPressed;
private int framesCounter;
public void Init()
{
// Define some sample texts
sampleTexts = new string[]
{
"Hello from raylib!",
"The quick brown fox jumps over the lazy dog",
"Clipboard operations are useful!",
"raylib is a simple and easy-to-use library",
"Copy and paste me!"
};
clipboardText = null;
inputBuffer = new StringBuilder("Hello from raylib!"); // Random initial string
// UI required variables
textBoxEditMode = false;
btnCutPressed = false;
btnCopyPressed = false;
btnPastePressed = false;
btnClearPressed = false;
btnRandomPressed = false;
framesCounter = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
// Handle button interactions
if (btnCutPressed)
{
SetClipboardText(inputBuffer.ToString());
clipboardText = GetClipboardText_();
inputBuffer.Clear(); // Quick solution to clear text
}
if (btnCopyPressed)
{
SetClipboardText(inputBuffer.ToString()); // Copy text to clipboard
clipboardText = GetClipboardText_(); // Get text from clipboard
}
if (btnPastePressed)
{
// Paste text from clipboard
clipboardText = GetClipboardText_();
if (clipboardText != null) SetInputBuffer(clipboardText);
}
if (btnClearPressed)
{
inputBuffer.Clear(); // Quick solution to clear text
}
if (btnRandomPressed)
{
// Get random text from sample list
SetInputBuffer(sampleTexts[GetRandomValue(0, MaxTextSamples - 1)]);
}
// Quick cut/copy/paste with keyboard shortcuts
if (IsKeyDown(KeyboardKey.LeftControl) || IsKeyDown(KeyboardKey.RightControl))
{
if (IsKeyPressed(KeyboardKey.X))
{
SetClipboardText(inputBuffer.ToString());
inputBuffer.Clear(); // Quick solution to clear text
}
if (IsKeyPressed(KeyboardKey.C)) SetClipboardText(inputBuffer.ToString());
if (IsKeyPressed(KeyboardKey.V))
{
clipboardText = GetClipboardText_();
if (clipboardText != null) SetInputBuffer(clipboardText);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw instructions
GuiLabel(new Rectangle(50, 20, 700, 36), "Use the BUTTONS or KEY SHORTCUTS:");
DrawText("[CTRL+X] - CUT | [CTRL+C] COPY | [CTRL+V] | PASTE", 50, 60, 20, Color.Maroon);
// Draw text box
if (GuiTextBox(new Rectangle(50, 120, 652, 40), inputBuffer, 256, textBoxEditMode)) textBoxEditMode = !textBoxEditMode;
// Random text button
btnRandomPressed = GuiButton(new Rectangle(50 + 652 + 8, 120, 40, 40), "RND");
// Draw buttons
btnCutPressed = GuiButton(new Rectangle(50, 180, 158, 40), "CUT");
btnCopyPressed = GuiButton(new Rectangle(50 + 165, 180, 158, 40), "COPY");
btnPastePressed = GuiButton(new Rectangle(50 + 165 * 2, 180, 158, 40), "PASTE");
btnClearPressed = GuiButton(new Rectangle(50 + 165 * 3, 180, 158, 40), "CLEAR");
// Draw clipboard status
GuiLabel(new Rectangle(50, 260, 700, 40), "Clipboard current text data:");
GuiTextBoxReadOnly(new Rectangle(50, 300, 700, 40), clipboardText);
GuiLabel(new Rectangle(50, 360, 700, 40), "Try copying text from other applications and pasting here!");
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
// Replace input buffer contents (equivalent to raylib TextCopy into a fixed buffer)
private void SetInputBuffer(string text)
{
inputBuffer.Clear();
if (text != null)
{
if (text.Length > 255) text = text.Substring(0, 255);
inputBuffer.Append(text);
}
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiLabel(Rectangle bounds, string text)
{
DrawText(text, (int)bounds.X, (int)(bounds.Y + (bounds.Height - 20) / 2), 20, Color.DarkGray);
}
private static bool GuiButton(Rectangle bounds, string text)
{
bool pressed = false;
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
Color fill = hover ? (IsMouseButtonDown(MouseButton.Left) ? Color.SkyBlue : Color.LightGray) : Color.RayWhite;
DrawRectangleRec(bounds, fill);
DrawRectangleLinesEx(bounds, 1, hover ? Color.Blue : Color.Gray);
int textWidth = MeasureText(text, 20);
DrawText(text, (int)(bounds.X + (bounds.Width - textWidth) / 2), (int)(bounds.Y + (bounds.Height - 20) / 2), 20, Color.DarkGray);
if (hover && IsMouseButtonReleased(MouseButton.Left)) pressed = true;
return pressed;
}
private bool GuiTextBox(Rectangle bounds, StringBuilder text, int maxChars, bool editMode)
{
bool pressed = false;
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (editMode)
{
// Get char pressed (unicode character) on the queue
int key = GetCharPressed();
while (key > 0)
{
if ((key >= 32) && (key <= 125) && (text.Length < maxChars - 1))
{
text.Append((char)key);
}
key = GetCharPressed();
}
if (IsKeyPressed(KeyboardKey.Backspace) && (text.Length > 0)) text.Remove(text.Length - 1, 1);
}
DrawRectangleRec(bounds, Color.RayWhite);
DrawRectangleLinesEx(bounds, editMode ? 2 : 1, editMode ? Color.Red : (hover ? Color.Blue : Color.Gray));
string content = text.ToString();
DrawText(content, (int)bounds.X + 4, (int)(bounds.Y + (bounds.Height - 20) / 2), 20, Color.DarkGray);
// Draw blinking cursor while editing
if (editMode && ((framesCounter / 20) % 2 == 0))
{
DrawText("_", (int)bounds.X + 4 + MeasureText(content, 20), (int)(bounds.Y + (bounds.Height - 20) / 2), 20, Color.DarkGray);
}
if (hover && IsMouseButtonPressed(MouseButton.Left)) pressed = true;
return pressed;
}
private static void GuiTextBoxReadOnly(Rectangle bounds, string text)
{
DrawRectangleRec(bounds, Color.LightGray);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (text != null) DrawText(text, (int)bounds.X + 4, (int)(bounds.Y + (bounds.Height - 20) / 2), 20, Color.Gray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - clipboard text");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new ClipboardText();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -0,0 +1,253 @@
/*******************************************************************************************
*
* raylib [core] example - compute hash
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
// NOTE: The upstream C example uses raygui (GuiTextBox/GuiButton/GuiLabel) for its UI.
// raygui is not bound in raylib-cs, so the widgets below are minimal re-implementations
// using plain raylib drawing/input. The hashing/Base64 logic is a faithful port.
using System;
using System.Numerics;
using System.Text;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public unsafe partial class ComputeHash : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Compute Hash";
public string Title => "raylib [core] example - compute hash";
// UI controls variables
private StringBuilder textInput;
private bool textBoxEditMode;
private bool btnComputeHashes;
// Data hash values
private uint hashCRC32;
private uint[] hashMD5;
private uint[] hashSHA1;
private uint[] hashSHA256;
// Base64 encoded data
private string base64Text;
private int framesCounter;
public void Init()
{
textInput = new StringBuilder("The quick brown fox jumps over the lazy dog.");
textBoxEditMode = false;
btnComputeHashes = false;
hashCRC32 = 0;
hashMD5 = null;
hashSHA1 = null;
hashSHA256 = null;
base64Text = null;
framesCounter = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
if (btnComputeHashes)
{
byte[] bytes = Encoding.UTF8.GetBytes(textInput.ToString());
int textInputLen = bytes.Length;
fixed (byte* textInputPtr = bytes)
{
int base64TextSize;
// Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
sbyte* base64 = EncodeDataBase64(textInputPtr, textInputLen, &base64TextSize);
base64Text = (base64 != null) ? new string(base64) : null;
MemFree(base64); // Free Base64 text data (kept managed above)
hashCRC32 = ComputeCRC32(textInputPtr, textInputLen); // Compute CRC32 hash code (4 bytes)
hashMD5 = CopyHash(ComputeMD5(textInputPtr, textInputLen), 4); // Compute MD5 hash code, returns static int[4] (16 bytes)
hashSHA1 = CopyHash(ComputeSHA1(textInputPtr, textInputLen), 5); // Compute SHA1 hash code, returns static int[5] (20 bytes)
hashSHA256 = CopyHash(ComputeSHA256(textInputPtr, textInputLen), 8); // Compute SHA256 hash code, returns static int[8] (32 bytes)
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
GuiLabel(new Rectangle(40, 26, 720, 32), "INPUT DATA (TEXT):", 20);
if (GuiTextBox(new Rectangle(40, 64, 720, 32), textInput, 95, textBoxEditMode, 10)) textBoxEditMode = !textBoxEditMode;
btnComputeHashes = GuiButton(new Rectangle(40, 64 + 40, 720, 32), "COMPUTE INPUT DATA HASHES", 10);
GuiLabel(new Rectangle(40, 160, 720, 32), "INPUT DATA HASH VALUES:", 20);
GuiLabel(new Rectangle(40, 200, 120, 32), "CRC32 [32 bit]:", 10);
GuiTextBoxReadOnly(new Rectangle(40 + 120, 200, 720 - 120, 32), GetDataAsHexText(new uint[] { hashCRC32 }, 1), 10);
GuiLabel(new Rectangle(40, 200 + 36, 120, 32), "MD5 [128 bit]:", 10);
GuiTextBoxReadOnly(new Rectangle(40 + 120, 200 + 36, 720 - 120, 32), GetDataAsHexText(hashMD5, 4), 10);
GuiLabel(new Rectangle(40, 200 + 36 * 2, 120, 32), "SHA1 [160 bit]:", 10);
GuiTextBoxReadOnly(new Rectangle(40 + 120, 200 + 36 * 2, 720 - 120, 32), GetDataAsHexText(hashSHA1, 5), 10);
GuiLabel(new Rectangle(40, 200 + 36 * 3, 120, 32), "SHA256 [256 bit]:", 10);
GuiTextBoxReadOnly(new Rectangle(40 + 120, 200 + 36 * 3, 720 - 120, 32), GetDataAsHexText(hashSHA256, 8), 10);
GuiLabel(new Rectangle(40, 200 + 36 * 5 - 30, 320, 32), "BONUS - BAS64 ENCODED STRING:", 10);
GuiLabel(new Rectangle(40, 200 + 36 * 5, 120, 32), "BASE64 ENCODING:", 10);
GuiTextBoxReadOnly(new Rectangle(40 + 120, 200 + 36 * 5, 720 - 120, 32), base64Text, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
private static uint[] CopyHash(uint* data, int count)
{
if (data == null) return null;
uint[] result = new uint[count];
for (int i = 0; i < count; i++) result[i] = data[i];
return result;
}
private static string GetDataAsHexText(uint[] data, int dataSize)
{
if ((data != null) && (dataSize > 0) && (dataSize < ((128 / 8) - 1)))
{
StringBuilder text = new StringBuilder();
for (int i = 0; i < dataSize; i++) text.Append(data[i].ToString("X8"));
return text.ToString();
}
return "00000000";
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiLabel(Rectangle bounds, string text, int fontSize)
{
DrawText(text, (int)bounds.X, (int)(bounds.Y + (bounds.Height - fontSize) / 2), fontSize, Color.DarkGray);
}
private static bool GuiButton(Rectangle bounds, string text, int fontSize)
{
bool pressed = false;
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
Color fill = hover ? (IsMouseButtonDown(MouseButton.Left) ? Color.SkyBlue : Color.LightGray) : Color.RayWhite;
DrawRectangleRec(bounds, fill);
DrawRectangleLinesEx(bounds, 1, hover ? Color.Blue : Color.Gray);
int textWidth = MeasureText(text, fontSize);
DrawText(text, (int)(bounds.X + (bounds.Width - textWidth) / 2), (int)(bounds.Y + (bounds.Height - fontSize) / 2), fontSize, Color.DarkGray);
if (hover && IsMouseButtonReleased(MouseButton.Left)) pressed = true;
return pressed;
}
private bool GuiTextBox(Rectangle bounds, StringBuilder text, int maxChars, bool editMode, int fontSize)
{
bool pressed = false;
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (editMode)
{
int key = GetCharPressed();
while (key > 0)
{
if ((key >= 32) && (key <= 125) && (text.Length < maxChars - 1))
{
text.Append((char)key);
}
key = GetCharPressed();
}
if (IsKeyPressed(KeyboardKey.Backspace) && (text.Length > 0)) text.Remove(text.Length - 1, 1);
}
DrawRectangleRec(bounds, Color.RayWhite);
DrawRectangleLinesEx(bounds, editMode ? 2 : 1, editMode ? Color.Red : (hover ? Color.Blue : Color.Gray));
string content = text.ToString();
DrawText(content, (int)bounds.X + 4, (int)(bounds.Y + (bounds.Height - fontSize) / 2), fontSize, Color.DarkGray);
if (editMode && ((framesCounter / 20) % 2 == 0))
{
DrawText("_", (int)bounds.X + 4 + MeasureText(content, fontSize), (int)(bounds.Y + (bounds.Height - fontSize) / 2), fontSize, Color.DarkGray);
}
if (hover && IsMouseButtonPressed(MouseButton.Left)) pressed = true;
return pressed;
}
private static void GuiTextBoxReadOnly(Rectangle bounds, string text, int fontSize)
{
DrawRectangleRec(bounds, Color.LightGray);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (text != null) DrawText(text, (int)bounds.X + 4, (int)(bounds.Y + (bounds.Height - fontSize) / 2), fontSize, Color.Gray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - compute hash");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new ComputeHash();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -0,0 +1,188 @@
/*******************************************************************************************
*
* raylib [core] example - custom frame control
*
* Example complexity rating: [★★★★] 4/4
*
* NOTE: WARNING: This is an example for advanced users willing to have full control over
* the frame processes. By default, EndDrawing() calls the following processes:
* 1. Draw remaining batch data: rlDrawRenderBatchActive()
* 2. SwapScreenBuffer()
* 3. Frame time control: WaitTime()
* 4. PollInputEvents()
*
* To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
* config.h (it requires recompiling raylib). This way those steps are up to the user
*
* Note that enabling this flag invalidates some functions:
* - GetFrameTime()
* - SetTargetFPS()
* - GetFPS()
*
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Core;
// NOTE: This example is intended to run against a raylib built with SUPPORT_CUSTOM_FRAME_CONTROL,
// where EndDrawing() does NOT swap buffers, wait or poll input, leaving those to the user code
// below. The stock raylib-cs native library is built WITHOUT that flag, so EndDrawing() still
// performs those steps and the manual SwapScreenBuffer()/WaitTime()/PollInputEvents() calls here
// run in addition to them. The port is kept faithful to upstream regardless.
[ExcludeFromBrowser("manual PollInputEvents/SwapScreenBuffer/WaitTime clashes with the emscripten main loop")]
public partial class CustomFrameControl : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Custom Frame Control";
public string Title => "raylib [core] example - custom frame control";
// Custom timming variables
private double previousTime; // Previous time measure
private double currentTime; // Current time measure
private double updateDrawTime; // Update + Draw time
private double waitTime; // Wait time (if target fps required)
private float deltaTime; // Frame time (Update + Draw + Wait time)
private float timeCounter; // Accumulative time counter (seconds)
private float position; // Circle position
private bool pause; // Pause control flag
private int targetFPS; // Our initial target fps
public void Init()
{
previousTime = GetTime();
currentTime = 0.0;
updateDrawTime = 0.0;
waitTime = 0.0;
deltaTime = 0.0f;
timeCounter = 0.0f;
position = 0.0f;
pause = false;
targetFPS = 60;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
#if !BROWSER
// NOTE: On non web platforms the PollInputEvents just works before the inputs checks
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
#endif
if (IsKeyPressed(KeyboardKey.Space)) pause = !pause;
if (IsKeyPressed(KeyboardKey.Up)) targetFPS += 20;
else if (IsKeyPressed(KeyboardKey.Down)) targetFPS -= 20;
if (targetFPS < 0) targetFPS = 0;
if (!pause)
{
position += 200 * deltaTime; // We move at 200 pixels per second
if (position >= GetScreenWidth()) position = 0;
timeCounter += deltaTime; // We count time (seconds)
}
#if BROWSER
// NOTE: On web platform for some reason the PollInputEvents only works after the inputs
// check, so just call it after check all your inputs (on web)
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
#endif
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
for (int i = 0; i < GetScreenWidth() / 200; i++) DrawRectangle(200 * i, 0, 1, GetScreenHeight(), Color.SkyBlue);
DrawCircle((int)position, GetScreenHeight() / 2 - 25, 50, Color.Red);
DrawText($"{timeCounter * 1000.0f:000} ms", (int)position - 40, GetScreenHeight() / 2 - 100, 20, Color.Maroon);
DrawText($"PosX: {position:000}", (int)position - 50, GetScreenHeight() / 2 + 40, 20, Color.Black);
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, Color.DarkGray);
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, Color.Gray);
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, Color.Gray);
DrawText($"TARGET FPS: {targetFPS}", GetScreenWidth() - 220, 10, 20, Color.Lime);
if (deltaTime != 0)
{
DrawText($"CURRENT FPS: {(int)(1.0f / deltaTime)}", GetScreenWidth() - 220, 40, 20, Color.Green);
}
EndDrawing();
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
// Events polling, screen buffer swap and frame time control must be managed by the user
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
currentTime = GetTime();
updateDrawTime = currentTime - previousTime;
if (targetFPS > 0) // We want a fixed frame rate
{
waitTime = (1.0f / (float)targetFPS) - updateDrawTime;
if (waitTime > 0.0)
{
WaitTime((float)waitTime);
currentTime = GetTime();
deltaTime = (float)(currentTime - previousTime);
}
}
else deltaTime = (float)updateDrawTime; // Framerate could be variable
previousTime = currentTime;
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
// NOTE: Not calling SetTargetFPS(): this example manages frame timing manually with
// WaitTime() (SetTargetFPS/GetFrameTime/GetFPS are invalidated by SUPPORT_CUSTOM_FRAME_CONTROL)
//--------------------------------------------------------------------------------------
var game = new CustomFrameControl();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -1,13 +1,17 @@
/*******************************************************************************************
*
* raylib [core] example - Custom logging
* raylib [core] example - custom logging
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2025 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -17,11 +21,23 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
public unsafe class CustomLogging
public unsafe partial class CustomLogging : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Custom Logging";
public string Title => "raylib [core] example - custom logging";
[UnmanagedCallersOnly(CallConvs = new[] { typeof(System.Runtime.CompilerServices.CallConvCdecl) })]
private static void LogCustom(int logLevel, sbyte* text, sbyte* args)
{
#if BROWSER
// WebAssembly can't invoke the C varargs vsprintf/vsnprintf that Logging.GetLogMessage relies on
// (the wasm runtime traps with "function signature mismatch"), so log the raw, unformatted text.
string message = Marshal.PtrToStringUTF8(new IntPtr(text)) ?? string.Empty;
#else
var message = Logging.GetLogMessage(new IntPtr(text), new IntPtr(args));
/*Console.ForegroundColor = (TraceLogLevel)logLevel switch
@ -36,50 +52,64 @@ public unsafe class CustomLogging
TraceLogLevel.LOG_NONE => ConsoleColor.White,
_ => throw new ArgumentOutOfRangeException(nameof(logLevel), logLevel, null)
};*/
#endif
Console.WriteLine($"Custom " + message);
// Console.ResetColor();
}
public void Init()
{
// First thing we do is setting our custom logger to ensure everything raylib logs
// will use our own logger instead of its internal one
SetTraceLogCallback(&LogCustom);
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
#if !BROWSER
// Restore the default formatting logger on desktop. On WebAssembly we leave the (wasm-safe)
// custom logger in place — Logging.LogConsole formats via vsprintf, which traps on wasm.
SetTraceLogCallback(&Logging.LogConsole);
#endif
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// First thing we do is setting our custom logger to ensure everything raylib logs
// will use our own logger instead of its internal one
SetTraceLogCallback(&LogCustom);
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new CustomLogging();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
SetTraceLogCallback(&Logging.LogConsole);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -21,108 +21,137 @@ namespace Examples.Core;
using static Raylib_cs.Raylib;
public class DeltaTime
public partial class DeltaTime : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
// The speed applied to both circles
private const float speed = 10.0f;
private const float circleRadius = 32.0f;
private int currentFps;
// Store the position for the both of the circles
private Vector2 deltaCircle;
private Vector2 frameCircle;
public string Name => "Core / Delta Time";
public string Title => "raylib [core] example - delta time";
public void Init()
{
currentFps = 60;
// Store the position for the both of the circles
deltaCircle = new Vector2(0, (float)screenHeight / 3.0f);
frameCircle = new Vector2(0, (float)screenHeight * (2.0f / 3.0f));
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Adjust the FPS target based on the mouse wheel
var mouseWheel = GetMouseWheelMove();
if (mouseWheel != 0)
{
currentFps += (int)mouseWheel;
if (currentFps < 0)
{
currentFps = 0;
}
SetTargetFPS(currentFps);
}
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
// Multiply by 6.0 (an arbitrary value) in order to make the speed
// visually closer to the other circle (at 60 fps), for comparison
deltaCircle.X += GetFrameTime() * 6.0f * speed;
// This circle can move faster or slower visually depending on the FPS
frameCircle.X += 0.1f * speed;
// If either circle is off the screen, reset it back to the start
if (deltaCircle.X > screenWidth)
{
deltaCircle.X = 0;
}
if (frameCircle.X > screenWidth)
{
frameCircle.X = 0;
}
// Reset both circles positions
if (IsKeyPressed(KeyboardKey.R))
{
deltaCircle.X = 0;
frameCircle.X = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw both circles to the screen
DrawCircleV(deltaCircle, circleRadius, Color.Red);
DrawCircleV(frameCircle, circleRadius, Color.Blue);
// Draw the help text
// Determine what help text to show depending on the current FPS target
var fpsText = "";
if (currentFps <= 0)
{
fpsText = $"FPS: unlimited ({GetFPS()})";
}
else
{
fpsText = $"FPS: {GetFPS()} (target: {currentFps})";
}
DrawText(fpsText, 10, 10, 20, Color.DarkGray);
DrawText($"Frame time: {GetFrameTime():F2} ms", 10, 30, 20, Color.DarkGray);
DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, Color.DarkGray);
// Draw the text above the circles
DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, Color.Red);
DrawText("FUNC: x += speed", 10, 240, 20, Color.Blue);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
int currentFps = 60;
Vector2 deltaCircle = new Vector2(0, (float)screenHeight / 3.0f);
Vector2 frameCircle = new Vector2(0, (float)screenHeight * (2.0f / 3.0f));
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
const float speed = 10.0f;
const float circleRadius = 32.0f;
var game = new DeltaTime();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Adjust the FPS target based on the mouse wheel
float mouseWheel = GetMouseWheelMove();
if (mouseWheel != 0)
{
currentFps += (int)mouseWheel;
if (currentFps < 0)
{
currentFps = 0;
}
SetTargetFPS(currentFps);
}
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
// Multiply by 6.0 (an arbitrary value) in order to make the speed
// visually closer to the other circle (at 60 fps), for comparison
deltaCircle.X += GetFrameTime() * 6.0f * speed;
// This circle can move faster or slower visually depending on the FPS
frameCircle.X += 0.1f * speed;
// If either circle is off the screen, reset it back to the start
if (deltaCircle.X > screenWidth)
{
deltaCircle.X = 0;
}
if (frameCircle.X > screenWidth)
{
frameCircle.X = 0;
}
// Reset both circles positions
if (IsKeyPressed(KeyboardKey.R))
{
deltaCircle.X = 0;
frameCircle.X = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw both circles to the screen
DrawCircleV(deltaCircle, circleRadius, Color.Red);
DrawCircleV(frameCircle, circleRadius, Color.Blue);
// Draw the help text
// Determine what help text to show depending on the current FPS target
var fpsText = "";
if (currentFps <= 0)
{
fpsText = $"FPS: unlimited ({GetFPS()})";
}
else
{
fpsText = $"FPS: {GetFPS()} (target: {currentFps})";
}
DrawText(fpsText, 10, 10, 20, Color.DarkGray);
DrawText($"Frame time: {GetFrameTime():F2} ms", 10, 30, 20, Color.DarkGray);
DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, Color.DarkGray);
// Draw the text above the circles
DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, Color.Red);
DrawText("FUNC: x += speed", 10, 240, 20, Color.Blue);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,205 @@
/*******************************************************************************************
*
* raylib [core] example - directory files
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Hugo ARNAL (@hugoarnal) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Hugo ARNAL (@hugoarnal)
*
********************************************************************************************/
// NOTE: The original example relies on raygui (GuiButton, GuiLabel, GuiListViewEx) for its UI.
// raygui is not part of the raylib-cs bindings, so the back button, directory label and file
// list view are reimplemented here with plain raylib primitives. The directory navigation
// behaviour (enter directories, go back) is preserved.
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public partial class DirectoryFiles : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const string FileFilter = "DIRS*;.png;.c";
public string Name => "Core / Directory Files";
public string Title => "raylib [core] example - directory files";
private string directory;
private FilePathList files;
private bool btnBackPressed;
private int listScrollIndex;
private int listItemActive;
private int listItemFocused;
public void Init()
{
directory = GetWorkingDirectoryAsString();
// Load file-paths on current working directory
// NOTE: LoadDirectoryFiles() loads files and directories by default,
// use LoadDirectoryFilesEx() for custom filters and recursive directories loading
//files = LoadDirectoryFiles(directory);
files = LoadDirectoryFilesEx(directory, FileFilter, false);
btnBackPressed = false;
listScrollIndex = 0;
listItemActive = -1;
listItemFocused = -1;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (btnBackPressed)
{
directory = GetPrevDirectoryPath(directory);
UnloadDirectoryFiles(files);
files = LoadDirectoryFilesEx(directory, FileFilter, false);
listScrollIndex = 0;
listItemActive = -1;
listItemFocused = -1;
}
if ((listItemActive >= 0) && (listItemActive < (int)files.Count))
{
string selected = files[(uint)listItemActive];
bool isDirectory = DirectoryExists(selected);
if (isDirectory)
{
directory = selected;
UnloadDirectoryFiles(files);
files = LoadDirectoryFilesEx(directory, FileFilter, false);
listScrollIndex = 0;
listItemActive = -1;
listItemFocused = -1;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
Vector2 mouse = GetMousePosition();
// Back button "<"
Rectangle backBounds = new Rectangle(40.0f, 10.0f, 48, 28);
bool backHover = CheckCollisionPointRec(mouse, backBounds);
DrawRectangleRec(backBounds, backHover ? Color.SkyBlue : Color.LightGray);
DrawRectangleLinesEx(backBounds, 1, Color.Gray);
int backTextWidth = MeasureText("<", 20);
DrawText("<", (int)(backBounds.X + (backBounds.Width - backTextWidth) / 2), (int)(backBounds.Y + 4), 20, Color.DarkGray);
btnBackPressed = backHover && IsMouseButtonReleased(MouseButton.Left);
// Current directory label
DrawText(directory, 40 + 48 + 10, 16, 20, Color.DarkGray);
// File list view
Rectangle listBounds = new Rectangle(0, 50, GetScreenWidth(), GetScreenHeight() - 50);
DrawRectangleRec(listBounds, Color.RayWhite);
DrawRectangleLinesEx(listBounds, 1, Color.Gray);
int count = (int)files.Count;
float rowHeight = 28;
int visibleRows = (int)(listBounds.Height / rowHeight);
bool mouseInList = CheckCollisionPointRec(mouse, listBounds);
if (mouseInList)
{
listScrollIndex -= (int)GetMouseWheelMove();
}
int maxScroll = Math.Max(0, count - visibleRows);
listScrollIndex = Math.Clamp(listScrollIndex, 0, maxScroll);
listItemFocused = -1;
for (int i = 0; i < visibleRows; i++)
{
int itemIndex = listScrollIndex + i;
if (itemIndex >= count)
{
break;
}
Rectangle rowRec = new Rectangle(listBounds.X + 1, listBounds.Y + 1 + i * rowHeight, listBounds.Width - 2, rowHeight);
bool rowHover = mouseInList && CheckCollisionPointRec(mouse, rowRec);
if (itemIndex == listItemActive)
{
DrawRectangleRec(rowRec, Fade(Color.SkyBlue, 0.7f));
}
else if (rowHover)
{
DrawRectangleRec(rowRec, Fade(Color.SkyBlue, 0.3f));
}
if (rowHover)
{
listItemFocused = itemIndex;
if (IsMouseButtonReleased(MouseButton.Left))
{
listItemActive = itemIndex;
}
}
DrawText(files[(uint)itemIndex], (int)rowRec.X + 40, (int)rowRec.Y + 8, 10, Color.DarkGray);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadDirectoryFiles(files);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - directory files");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new DirectoryFiles();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -1,83 +1,125 @@
/*******************************************************************************************
*
* raylib [core] example - Windows drop files
* raylib [core] example - drop files
*
* This example only works on platforms that support drag ref drop (Windows, Linux, OSX, Html5?)
* Example complexity rating: [★★☆☆] 2/4
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.3, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Collections.Generic;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public class DropFiles
[ExcludeFromBrowser]
public partial class DropFiles : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public const int MaxFilepathRecorded = 4096;
public string Name => "Core / Drop Files";
public string Title => "raylib [core] example - drop files";
private List<string> filePaths;
public void Init()
{
// We will register a maximum of filepaths
filePaths = new();
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
var droppedFiles = GetDroppedFiles();
for (var i = 0; i < droppedFiles.Length; i++)
{
if (filePaths.Count < (MaxFilepathRecorded - 1))
{
filePaths.Add(droppedFiles[i]);
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (filePaths.Count == 0)
{
DrawText("Drop your files to this window!", 100, 40, 20, Color.DarkGray);
}
else
{
DrawText("Dropped files:", 100, 40, 20, Color.DarkGray);
for (var i = 0; i < filePaths.Count; i++)
{
if (i % 2 == 0)
{
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, Fade(Color.LightGray, 0.5f));
}
else
{
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, Fade(Color.LightGray, 0.3f));
}
DrawText(filePaths[i], 120, 100 + 40 * i, 10, Color.Gray);
}
DrawText("Drop new files...", 100, 110 + 40 * filePaths.Count, 20, Color.DarkGray);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
string[] files = new string[0];
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DropFiles();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
files = Raylib.GetDroppedFiles();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (files.Length == 0)
{
DrawText("Drop your files to this window!", 100, 40, 20, Color.DarkGray);
}
else
{
DrawText("Dropped files:", 100, 40, 20, Color.DarkGray);
for (int i = 0; i < files.Length; i++)
{
if (i % 2 == 0)
{
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, ColorAlpha(Color.LightGray, 0.5f));
}
else
{
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, ColorAlpha(Color.LightGray, 0.3f));
}
DrawText(files[i], 120, 100 + 40 * i, 10, Color.Gray);
}
DrawText("Drop new files...", 100, 110 + 40 * files.Length, 20, Color.DarkGray);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -0,0 +1,173 @@
/*******************************************************************************************
*
* raylib [core] example - highdpi demo
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.5
*
* Example contributed by Jonathan Marler (@marler8997) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jonathan Marler (@marler8997)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
[ExcludeFromBrowser("monitor/DPI APIs are meaningless on the fixed wasm canvas")]
public partial class HighDpiDemo : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / High DPI Demo";
public string Title => "raylib [core] example - highdpi demo";
public ConfigFlags ConfigFlags => ConfigFlags.HighDpiWindow | ConfigFlags.ResizableWindow;
private int logicalGridDescY;
private int logicalGridLabelY;
private int logicalGridTop;
private int logicalGridBottom;
private int pixelGridTop;
private int pixelGridBottom;
private int pixelGridLabelY;
private int pixelGridDescY;
private int cellSize;
private float cellSizePx;
public void Init()
{
SetWindowMinSize(450, 450);
logicalGridDescY = 120;
logicalGridLabelY = logicalGridDescY + 30;
logicalGridTop = logicalGridLabelY + 30;
logicalGridBottom = logicalGridTop + 80;
pixelGridTop = logicalGridBottom - 20;
pixelGridBottom = pixelGridTop + 80;
pixelGridLabelY = pixelGridBottom + 30;
pixelGridDescY = pixelGridLabelY + 30;
cellSize = 50;
cellSizePx = (float)cellSize;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
int monitorCount = GetMonitorCount();
if ((monitorCount > 1) && IsKeyPressed(KeyboardKey.N))
{
SetWindowMonitor((GetCurrentMonitor() + 1) % monitorCount);
}
int currentMonitor = GetCurrentMonitor();
Vector2 dpiScale = GetWindowScaleDPI();
cellSizePx = ((float)cellSize) / dpiScale.X;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
int windowCenter = GetScreenWidth() / 2;
DrawTextCenter($"Dpi Scale: {dpiScale.X:F6}", windowCenter, 30, 40, Color.DarkGray);
DrawTextCenter($"Monitor: {currentMonitor + 1}/{monitorCount} ([N] next monitor)", windowCenter, 70, 20, Color.LightGray);
DrawTextCenter($"Window is {GetScreenWidth()} \"logical points\" wide", windowCenter, logicalGridDescY, 20, Color.Orange);
bool odd = true;
for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd)
{
if (odd)
{
DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom - logicalGridTop, Color.Orange);
}
DrawTextCenter($"{i}", i, logicalGridLabelY, 10, Color.LightGray);
DrawLine(i, logicalGridLabelY + 10, i, logicalGridBottom, Color.Gray);
}
odd = true;
const int minTextSpace = 30;
int lastTextX = -minTextSpace;
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd)
{
int x = (int)(((float)i) / dpiScale.X);
if (odd)
{
DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, new Color(0, 121, 241, 100));
}
DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.X), pixelGridLabelY - 10, Color.Gray);
if ((x - lastTextX) >= minTextSpace)
{
DrawTextCenter($"{i}", x, pixelGridLabelY, 10, Color.LightGray);
lastTextX = x;
}
}
DrawTextCenter($"Window is {GetRenderWidth()} \"physical pixels\" wide", windowCenter, pixelGridDescY, 20, Color.Blue);
string text = "Can you see this?";
Vector2 size = MeasureTextEx(GetFontDefault(), text, 20, 3);
Vector2 pos = new Vector2(GetScreenWidth() - size.X - 5, GetScreenHeight() - size.Y - 5);
DrawTextEx(GetFontDefault(), text, pos, 20, 3, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
// Draw text centered on the given position
private static void DrawTextCenter(string text, int x, int y, int fontSize, Color color)
{
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
Vector2 pos = new Vector2(x - size.X / 2, y - size.Y / 2);
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.HighDpiWindow | ConfigFlags.ResizableWindow);
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi demo");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new HighDpiDemo();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [core] example - highdpi testbed
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Ramon Santamaria (@raysan5) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
[ExcludeFromBrowser("fullscreen/borderless/monitor APIs are meaningless on the fixed wasm canvas")]
public partial class HighDpiTestbed : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / High DPI Testbed";
public string Title => "raylib [core] example - highdpi testbed";
public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow | ConfigFlags.HighDpiWindow;
private Vector2 scaleDpi;
private Vector2 mousePos;
private int currentMonitor;
private Vector2 windowPos;
private int gridSpacing; // Grid spacing in pixels
public void Init()
{
scaleDpi = GetWindowScaleDPI();
mousePos = GetMousePosition();
currentMonitor = GetCurrentMonitor();
windowPos = GetWindowPosition();
gridSpacing = 40;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
mousePos = GetMousePosition();
currentMonitor = GetCurrentMonitor();
scaleDpi = GetWindowScaleDPI();
windowPos = GetWindowPosition();
if (IsKeyPressed(KeyboardKey.Space))
{
ToggleBorderlessWindowed();
}
if (IsKeyPressed(KeyboardKey.F))
{
ToggleFullscreen();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw grid
for (int h = 0; h < GetScreenHeight() / gridSpacing + 1; h++)
{
DrawText($"{h * gridSpacing:D2}", 4, h * gridSpacing - 4, 10, Color.Gray);
DrawLine(24, h * gridSpacing, GetScreenWidth(), h * gridSpacing, Color.LightGray);
}
for (int v = 0; v < GetScreenWidth() / gridSpacing + 1; v++)
{
DrawText($"{v * gridSpacing:D2}", v * gridSpacing - 10, 4, 10, Color.Gray);
DrawLine(v * gridSpacing, 20, v * gridSpacing, GetScreenHeight(), Color.LightGray);
}
// Draw UI info
DrawText($"CURRENT MONITOR: {currentMonitor + 1}/{GetMonitorCount()} ({GetMonitorWidth(currentMonitor)}x{GetMonitorHeight(currentMonitor)})", 50, 50, 20, Color.DarkGray);
DrawText($"WINDOW POSITION: {(int)windowPos.X}x{(int)windowPos.Y}", 50, 90, 20, Color.DarkGray);
DrawText($"SCREEN SIZE: {GetScreenWidth()}x{GetScreenHeight()}", 50, 130, 20, Color.DarkGray);
DrawText($"RENDER SIZE: {GetRenderWidth()}x{GetRenderHeight()}", 50, 170, 20, Color.DarkGray);
DrawText($"SCALE FACTOR: {scaleDpi.X:F2}x{scaleDpi.Y:F2}", 50, 210, 20, Color.Gray);
// Draw reference rectangles, top-left and bottom-right corners
DrawRectangle(0, 0, 30, 60, Color.Red);
DrawRectangle(GetScreenWidth() - 30, GetScreenHeight() - 60, 30, 60, Color.Blue);
// Draw mouse position
DrawCircleV(GetMousePosition(), 20, Color.Maroon);
DrawRectangleRec(new Rectangle(mousePos.X - 25, mousePos.Y, 50, 2), Color.Black);
DrawRectangleRec(new Rectangle(mousePos.X, mousePos.Y - 25, 2, 50), Color.Black);
DrawText($"[{GetMouseX()},{GetMouseY()}]", (int)mousePos.X - 44,
(mousePos.Y > GetScreenHeight() - 60) ? (int)mousePos.Y - 46 : (int)mousePos.Y + 30, 20, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// TODO: Unload all loaded resources at this point
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.ResizableWindow | ConfigFlags.HighDpiWindow);
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new HighDpiTestbed();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [core] example - input actions
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Jett (@JettMonstersGoBoom) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jett (@JettMonstersGoBoom)
*
********************************************************************************************/
// Simple example for decoding input as actions, allowing remapping of input to different keys or gamepad buttons
// For example instead of using `IsKeyDown(KEY_LEFT)`, you can use `IsActionDown(ACTION_LEFT)`
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Core;
public partial class InputActions : IExample
{
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
private enum ActionType
{
NoAction = 0,
ActionUp,
ActionDown,
ActionLeft,
ActionRight,
ActionFire,
MaxAction
}
// Key and button inputs
private struct ActionInput
{
public KeyboardKey Key;
public GamepadButton Button;
}
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Input Actions";
public string Title => "raylib [core] example - input actions";
private int gamepadIndex; // Gamepad default index
private ActionInput[] actionInputs;
private int actionSet;
private bool releaseAction;
private Vector2 position;
private Vector2 size;
public void Init()
{
gamepadIndex = 0;
actionInputs = new ActionInput[(int)ActionType.MaxAction];
// Set default actions
actionSet = 0;
SetActionsDefault();
releaseAction = false;
position = new Vector2(400.0f, 200.0f);
size = new Vector2(40.0f, 40.0f);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
gamepadIndex = 0; // Set gamepad being checked
if (IsActionDown(ActionType.ActionUp)) position.Y -= 2;
if (IsActionDown(ActionType.ActionDown)) position.Y += 2;
if (IsActionDown(ActionType.ActionLeft)) position.X -= 2;
if (IsActionDown(ActionType.ActionRight)) position.X += 2;
if (IsActionPressed(ActionType.ActionFire))
{
position.X = (screenWidth - size.X) / 2;
position.Y = (screenHeight - size.Y) / 2;
}
// Register release action for one frame
releaseAction = false;
if (IsActionReleased(ActionType.ActionFire)) releaseAction = true;
// Switch control scheme by pressing TAB
if (IsKeyPressed(KeyboardKey.Tab))
{
actionSet = (actionSet == 0) ? 1 : 0;
if (actionSet == 0) SetActionsDefault();
else SetActionsCursor();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Gray);
DrawRectangleV(position, size, releaseAction ? Color.Blue : Color.Red);
DrawText((actionSet == 0) ? "Current input set: WASD (default)" : "Current input set: Arrow keys", 10, 10, 20, Color.White);
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, Color.Green);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Check action key/button pressed
// NOTE: Combines key pressed and gamepad button pressed in one action
private bool IsActionPressed(ActionType action)
{
bool result = false;
if (action < ActionType.MaxAction) result = (IsKeyPressed(actionInputs[(int)action].Key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[(int)action].Button));
return result;
}
// Check action key/button released
// NOTE: Combines key released and gamepad button released in one action
private bool IsActionReleased(ActionType action)
{
bool result = false;
if (action < ActionType.MaxAction) result = (IsKeyReleased(actionInputs[(int)action].Key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[(int)action].Button));
return result;
}
// Check action key/button down
// NOTE: Combines key down and gamepad button down in one action
private bool IsActionDown(ActionType action)
{
bool result = false;
if (action < ActionType.MaxAction) result = (IsKeyDown(actionInputs[(int)action].Key) || IsGamepadButtonDown(gamepadIndex, actionInputs[(int)action].Button));
return result;
}
// Set the "default" keyset
// NOTE: Here WASD and gamepad buttons on the left side for movement
private void SetActionsDefault()
{
actionInputs[(int)ActionType.ActionUp].Key = KeyboardKey.W;
actionInputs[(int)ActionType.ActionDown].Key = KeyboardKey.S;
actionInputs[(int)ActionType.ActionLeft].Key = KeyboardKey.A;
actionInputs[(int)ActionType.ActionRight].Key = KeyboardKey.D;
actionInputs[(int)ActionType.ActionFire].Key = KeyboardKey.Space;
actionInputs[(int)ActionType.ActionUp].Button = GamepadButton.LeftFaceUp;
actionInputs[(int)ActionType.ActionDown].Button = GamepadButton.LeftFaceDown;
actionInputs[(int)ActionType.ActionLeft].Button = GamepadButton.LeftFaceLeft;
actionInputs[(int)ActionType.ActionRight].Button = GamepadButton.LeftFaceRight;
actionInputs[(int)ActionType.ActionFire].Button = GamepadButton.RightFaceDown;
}
// Set the "alternate" keyset
// NOTE: Here cursor keys and gamepad buttons on the right side for movement
private void SetActionsCursor()
{
actionInputs[(int)ActionType.ActionUp].Key = KeyboardKey.Up;
actionInputs[(int)ActionType.ActionDown].Key = KeyboardKey.Down;
actionInputs[(int)ActionType.ActionLeft].Key = KeyboardKey.Left;
actionInputs[(int)ActionType.ActionRight].Key = KeyboardKey.Right;
actionInputs[(int)ActionType.ActionFire].Key = KeyboardKey.Space;
actionInputs[(int)ActionType.ActionUp].Button = GamepadButton.RightFaceUp;
actionInputs[(int)ActionType.ActionDown].Button = GamepadButton.RightFaceDown;
actionInputs[(int)ActionType.ActionLeft].Button = GamepadButton.RightFaceLeft;
actionInputs[(int)ActionType.ActionRight].Button = GamepadButton.RightFaceRight;
actionInputs[(int)ActionType.ActionFire].Button = GamepadButton.LeftFaceDown;
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - input actions");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new InputActions();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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