using System; using Xunit; namespace Raylib_cs.Tests { public class RaylibTests { // Test if binding structs are blittable. [Fact] public void IsBlittable() { Assert.True(BlittableHelper.IsBlittable<Color>()); Assert.True(BlittableHelper.IsBlittable<Rectangle>()); Assert.True(BlittableHelper.IsBlittable<Image>()); Assert.True(BlittableHelper.IsBlittable<Texture2D>()); Assert.True(BlittableHelper.IsBlittable<RenderTexture2D>()); Assert.True(BlittableHelper.IsBlittable<NPatchInfo>()); Assert.True(BlittableHelper.IsBlittable<CharInfo>()); Assert.True(BlittableHelper.IsBlittable<Font>()); Assert.True(BlittableHelper.IsBlittable<Camera3D>()); Assert.True(BlittableHelper.IsBlittable<Camera2D>()); Assert.True(BlittableHelper.IsBlittable<Mesh>()); Assert.True(BlittableHelper.IsBlittable<Shader>()); Assert.True(BlittableHelper.IsBlittable<MaterialMap>()); Assert.True(BlittableHelper.IsBlittable<Material>()); Assert.True(BlittableHelper.IsBlittable<Transform>()); Assert.True(BlittableHelper.IsBlittable<BoneInfo>()); Assert.True(BlittableHelper.IsBlittable<Model>()); Assert.True(BlittableHelper.IsBlittable<Model>()); Assert.True(BlittableHelper.IsBlittable<ModelAnimation>()); Assert.True(BlittableHelper.IsBlittable<Ray>()); Assert.True(BlittableHelper.IsBlittable<RayHitInfo>()); Assert.True(BlittableHelper.IsBlittable<BoundingBox>()); Assert.True(BlittableHelper.IsBlittable<Wave>()); Assert.True(BlittableHelper.IsBlittable<AudioStream>()); Assert.True(BlittableHelper.IsBlittable<Sound>()); Assert.True(BlittableHelper.IsBlittable<Music>()); Assert.True(BlittableHelper.IsBlittable<VrDeviceInfo>()); } } }