using System;
using System.Runtime.InteropServices;
using Raylib_cs;
namespace Raylib_cs
{
///
/// Utility functions for parts of the api that are not easy to interact with via pinvoke.
///
public static class Utils
{
public static string SubText(this string input, int position, int length)
{
return input.Substring(position, Math.Min(length, input.Length));
}
[DllImport(Raylib.nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static unsafe extern byte** GetDroppedFiles(int* count);
public static unsafe string[] GetDroppedFiles()
{
int count;
var buffer = GetDroppedFiles(&count);
var files = new string[count];
for (int i = 0; i < count; i++)
{
files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]);
}
Raylib.ClearDroppedFiles();
return files;
}
public unsafe static Material GetMaterial(ref Model model, int materialIndex)
{
Material* materials = (Material*)model.materials.ToPointer();
return *materials;
}
public unsafe static Texture2D GetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex)
{
Material* materials = (Material*)model.materials.ToPointer();
MaterialMap* maps = (MaterialMap*)materials[0].maps.ToPointer();
return maps[(int)mapIndex].texture;
}
public unsafe static void SetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex, ref Texture2D texture)
{
Material* materials = (Material*)model.materials.ToPointer();
Raylib.SetMaterialTexture(ref materials[materialIndex], (int)mapIndex, texture);
}
public unsafe static void SetMaterialShader(ref Model model, int materialIndex, ref Shader shader)
{
Material* materials = (Material*)model.materials.ToPointer();
materials[materialIndex].shader = shader;
}
public static unsafe void SetShaderValueV(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType, int count) where T : unmanaged
{
SetShaderValueV(shader, uniformLoc, (Span)values, uniformType, count);
}
public static unsafe void SetShaderValueV(Shader shader, int uniformLoc, Span values, ShaderUniformDataType uniformType, int count) where T : unmanaged
{
fixed (T* valuePtr = values)
{
Raylib.SetShaderValueV(shader, uniformLoc, (IntPtr)valuePtr, uniformType, count);
}
}
public static unsafe void SetShaderValue(Shader shader, int uniformLoc, ref T value, ShaderUniformDataType uniformType, int count = 0) where T : unmanaged
{
fixed (T* valuePtr = &value)
{
Raylib.SetShaderValue(shader, uniformLoc, (IntPtr)valuePtr, uniformType);
}
}
public static unsafe void SetShaderValue(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType) where T : unmanaged
{
Raylib.SetShaderValue(shader, uniformLoc, (IntPtr)(&value), uniformType);
}
public static unsafe void SetShaderValue(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType) where T : unmanaged
{
SetShaderValue(shader, uniformLoc, (Span)values, uniformType);
}
public static unsafe void SetShaderValue(Shader shader, int uniformLoc, Span values, ShaderUniformDataType uniformType) where T : unmanaged
{
fixed (T* valuePtr = values)
{
Raylib.SetShaderValue(shader, uniformLoc, (IntPtr)valuePtr, uniformType);
}
}
}
}