using System;
using System.Numerics;
using System.Runtime.InteropServices;

namespace Raylib_cs;

public static unsafe partial class Raylib
{
    /// <summary>Initialize window and OpenGL context</summary>
    public static void InitWindow(int width, int height, string title)
    {
        using var str1 = title.ToUtf8Buffer();
        InitWindow(width, height, str1.AsPointer());
    }

    /// <summary>Set title for window (only PLATFORM_DESKTOP)</summary>
    public static void SetWindowTitle(string title)
    {
        using var str1 = title.ToUtf8Buffer();
        SetWindowTitle(str1.AsPointer());
    }

    /// <summary>Get the human-readable, UTF-8 encoded name of the specified monitor</summary>
    public static string GetMonitorName_(int monitor)
    {
        return Utf8StringUtils.GetUTF8String(GetMonitorName(monitor));
    }

    /// <summary>Get clipboard text content</summary>
    public static string GetClipboardText_()
    {
        return Utf8StringUtils.GetUTF8String(GetClipboardText());
    }

    /// <summary>Set clipboard text content</summary>
    public static void SetClipboardText(string text)
    {
        using var str1 = text.ToUtf8Buffer();
        SetClipboardText(str1.AsPointer());
    }

    /// <summary>Open URL with default system browser (if available)</summary>
    public static void OpenURL(string url)
    {
        using var str1 = url.ToUtf8Buffer();
        OpenURL(str1.AsPointer());
    }

    /// <summary>Set internal gamepad mappings (SDL_GameControllerDB)</summary>
    public static int SetGamepadMappings(string mappings)
    {
        using var str1 = mappings.ToUtf8Buffer();
        return SetGamepadMappings(str1.AsPointer());
    }

    /// <summary>Load shader from files and bind default locations</summary>
    public static Shader LoadShader(string vsFileName, string fsFileName)
    {
        using var str1 = vsFileName.ToAnsiBuffer();
        using var str2 = fsFileName.ToAnsiBuffer();
        return LoadShader(str1.AsPointer(), str2.AsPointer());
    }

    /// <summary>Load shader from code string and bind default locations</summary>
    public static Shader LoadShaderFromMemory(string vsCode, string fsCode)
    {
        using var str1 = vsCode.ToUtf8Buffer();
        using var str2 = fsCode.ToUtf8Buffer();
        return LoadShaderFromMemory(str1.AsPointer(), str2.AsPointer());
    }

    /// <summary>Get shader uniform location</summary>
    public static int GetShaderLocation(Shader shader, string uniformName)
    {
        using var str1 = uniformName.ToUtf8Buffer();
        return GetShaderLocation(shader, str1.AsPointer());
    }

    /// <summary>Get shader attribute location</summary>
    public static int GetShaderLocationAttrib(Shader shader, string attribName)
    {
        using var str1 = attribName.ToUtf8Buffer();
        return GetShaderLocationAttrib(shader, str1.AsPointer());
    }

    /// <summary>Takes a screenshot of current screen (saved a .png)</summary>
    public static void TakeScreenshot(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        TakeScreenshot(str1.AsPointer());
    }

    /// <summary>Check file extension</summary>
    public static CBool IsFileExtension(string fileName, string ext)
    {
        using var str1 = fileName.ToAnsiBuffer();
        using var str2 = ext.ToAnsiBuffer();
        return IsFileExtension(str1.AsPointer(), str2.AsPointer());
    }

    /// <summary>Get file modification time (last write time)</summary>
    public static long GetFileModTime(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return GetFileModTime(str1.AsPointer());
    }

    /// <summary>Load image from file into CPU memory (RAM)</summary>
    public static Image LoadImage(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadImage(str1.AsPointer());
    }

    /// <summary>Load image from RAW file data</summary>
    public static Image LoadImageRaw(string fileName, int width, int height, PixelFormat format, int headerSize)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadImageRaw(str1.AsPointer(), width, height, format, headerSize);
    }

    /// <summary>Load image sequence from file (frames appended to image.data)</summary>
    public static Image LoadImageSvg(string fileName, int width, int height)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadImageSvg(str1.AsPointer(), width, height);
    }

    /// <summary>Load image sequence from file (frames appended to image.data)</summary>
    public static Image LoadImageAnim(string fileName, out int frames)
    {
        using var str1 = fileName.ToAnsiBuffer();
        fixed (int* p = &frames)
        {
            return LoadImageAnim(str1.AsPointer(), p);
        }
    }

    /// <summary>
    /// Load image from managed memory, fileType refers to extension: i.e. "png"
    /// </summary>
    public static Image LoadImageFromMemory(string fileType, byte[] fileData)
    {
        using var fileTypeNative = fileType.ToAnsiBuffer();
        fixed (byte* fileDataNative = fileData)
        {
            Image image = LoadImageFromMemory(fileTypeNative.AsPointer(), fileDataNative, fileData.Length);
            return image;
        }
    }

    /// <summary>Export image data to file</summary>
    public static CBool ExportImage(Image image, string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return ExportImage(image, str1.AsPointer());
    }

    /// <summary>Export image as code file defining an array of bytes</summary>
    public static CBool ExportImageAsCode(Image image, string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return ExportImageAsCode(image, str1.AsPointer());
    }

    /// <summary>Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)</summary>
    public static void TraceLog(TraceLogLevel logLevel, string text)
    {
        using var str1 = text.ToUtf8Buffer();
        TraceLog(logLevel, str1.AsPointer());
    }

    /// <summary>Set shader uniform value vector</summary>
    public static void SetShaderValueV<T>(
        Shader shader,
        int locIndex,
        T[] values,
        ShaderUniformDataType uniformType,
        int count
    ) where T : unmanaged
    {
        SetShaderValueV(shader, locIndex, (Span<T>)values, uniformType, count);
    }

    /// <summary>Set shader uniform value vector</summary>
    public static void SetShaderValueV<T>(
        Shader shader,
        int locIndex,
        Span<T> values,
        ShaderUniformDataType uniformType,
        int count
    ) where T : unmanaged
    {
        fixed (T* valuePtr = values)
        {
            SetShaderValueV(shader, locIndex, valuePtr, uniformType, count);
        }
    }

    /// <summary>Set shader uniform value</summary>
    public static void SetShaderValue<T>(Shader shader, int locIndex, T value, ShaderUniformDataType uniformType)
    where T : unmanaged
    {
        SetShaderValue(shader, locIndex, &value, uniformType);
    }

    /// <summary>Set shader uniform value</summary>
    public static void SetShaderValue<T>(
        Shader shader,
        int locIndex,
        T[] values,
        ShaderUniformDataType uniformType
    ) where T : unmanaged
    {
        SetShaderValue(shader, locIndex, (Span<T>)values, uniformType);
    }

    /// <summary>Set shader uniform value</summary>
    public static void SetShaderValue<T>(
        Shader shader,
        int locIndex,
        Span<T> values,
        ShaderUniformDataType uniformType
    ) where T : unmanaged
    {
        fixed (T* valuePtr = values)
        {
            SetShaderValue(shader, locIndex, valuePtr, uniformType);
        }
    }

    /// <summary>C++ style memory allocator</summary>
    public static T* New<T>(int count) where T : unmanaged
    {
        return (T*)MemAlloc(count * sizeof(T));
    }

    /// <summary>Load file data as byte array (read)</summary>
    public static byte* LoadFileData(string fileName, ref uint bytesRead)
    {
        using var str1 = fileName.ToAnsiBuffer();
        fixed (uint* p = &bytesRead)
        {
            return LoadFileData(str1.AsPointer(), p);
        }
    }

    /// <summary>Get dropped files names (memory should be freed)</summary>
    public static string[] GetDroppedFiles()
    {
        var filePathList = LoadDroppedFiles();
        var files = new string[filePathList.Count];

        for (var i = 0; i < filePathList.Count; i++)
        {
            files[i] = Marshal.PtrToStringUTF8((IntPtr)filePathList.Paths[i]);
        }
        UnloadDroppedFiles(filePathList);

        return files;
    }

    /// <summary>Get gamepad internal name id</summary>
    public static string GetGamepadName_(int gamepad)
    {
        return Utf8StringUtils.GetUTF8String(GetGamepadName(gamepad));
    }

    /// <summary>Update camera position for selected mode</summary>
    public static void UpdateCamera(ref Camera3D camera, CameraMode mode)
    {
        fixed (Camera3D* c = &camera)
        {
            UpdateCamera(c, mode);
        }
    }

    /// <summary>Update camera movement/rotation</summary>
    public static void UpdateCameraPro(ref Camera3D camera, Vector3 movement, Vector3 rotation, float zoom)
    {
        fixed (Camera3D* c = &camera)
        {
            UpdateCameraPro(c, movement, rotation, zoom);
        }
    }

    /// <summary>Returns the cameras forward vector (normalized)</summary>
    public static Vector3 GetCameraForward(ref Camera3D camera)
    {
        fixed (Camera3D* c = &camera)
        {
            return GetCameraForward(c);
        }
    }

    /// <summary>
    /// Returns the cameras up vector (normalized)<br/>
    /// NOTE: The up vector might not be perpendicular to the forward vector
    /// </summary>
    public static Vector3 GetCameraUp(ref Camera3D camera)
    {
        fixed (Camera3D* c = &camera)
        {
            return GetCameraUp(c);
        }
    }

    /// <summary>Returns the cameras right vector (normalized)</summary>
    public static Vector3 GetCameraRight(ref Camera3D camera)
    {
        fixed (Camera3D* c = &camera)
        {
            return GetCameraRight(c);
        }
    }

    /// <summary>Moves the camera in its forward direction</summary>
    public static void CameraMoveForward(ref Camera3D camera, float distance, CBool moveInWorldPlane)
    {
        fixed (Camera3D* c = &camera)
        {
            CameraMoveForward(c, distance, moveInWorldPlane);
        }
    }

    /// <summary>Moves the camera in its up direction</summary>
    public static void CameraMoveUp(ref Camera3D camera, float distance)
    {
        fixed (Camera3D* c = &camera)
        {
            CameraMoveUp(c, distance);
        }
    }

    /// <summary>Moves the camera target in its current right direction</summary>
    public static void CameraMoveRight(ref Camera3D camera, float distance, CBool moveInWorldPlane)
    {
        fixed (Camera3D* c = &camera)
        {
            CameraMoveRight(c, distance, moveInWorldPlane);
        }
    }

    /// <summary>Moves the camera position closer/farther to/from the camera target</summary>
    public static void CameraMoveToTarget(ref Camera3D camera, float delta)
    {
        fixed (Camera3D* c = &camera)
        {
            CameraMoveToTarget(c, delta);
        }
    }

    /// <summary>
    /// Rotates the camera around its up vector<br/>
    /// If rotateAroundTarget is false, the camera rotates around its position
    /// </summary>
    public static void CameraYaw(ref Camera3D camera, float angle, CBool rotateAroundTarget)
    {
        fixed (Camera3D* c = &camera)
        {
            CameraYaw(c, angle, rotateAroundTarget);
        }
    }

    /// <summary>
    /// Rotates the camera around its right vector
    /// </summary>
    public static void CameraPitch(ref Camera3D camera,
        float angle,
        CBool lockView,
        CBool rotateAroundTarget,
        CBool rotateUp
        )
    {
        fixed (Camera3D* c = &camera)
        {
            CameraPitch(c, angle, lockView, rotateAroundTarget, rotateUp);
        }
    }

    /// <summary>Rotates the camera around its forward vector</summary>
    public static void CameraRoll(ref Camera3D camera, float angle)
    {
        fixed (Camera3D* c = &camera)
        {
            CameraRoll(c, angle);
        }
    }

    /// <summary>Returns the camera view matrix</summary>
    public static Matrix4x4 GetCameraViewMatrix(ref Camera3D camera)
    {
        fixed (Camera3D* c = &camera)
        {
            return GetCameraViewMatrix(c);
        }
    }

    /// <summary>Returns the camera projection matrix</summary>
    public static Matrix4x4 GetCameraProjectionMatrix(ref Camera3D camera, float aspect)
    {
        fixed (Camera3D* c = &camera)
        {
            return GetCameraProjectionMatrix(c, aspect);
        }
    }

    /// <summary>
    /// Check the collision between two lines defined by two points each, returns collision point by reference
    /// </summary>
    public static CBool CheckCollisionLines(
        Vector2 startPos1,
        Vector2 endPos1,
        Vector2 startPos2,
        Vector2 endPos2,
        ref Vector2 collisionPoint
    )
    {
        fixed (Vector2* p = &collisionPoint)
        {
            return CheckCollisionLines(startPos1, endPos1, startPos2, endPos2, p);
        }
    }

    /// <summary>Generate image: grayscale image from text data</summary>
    public static Image GenImageText(int width, int height, string text)
    {
        using var str1 = text.ToUtf8Buffer();
        return GenImageText(width, height, str1.AsPointer());
    }

    /// <summary>Create an image from text (default font)</summary>
    public static Image ImageText(string text, int fontSize, Color color)
    {
        using var str1 = text.ToUtf8Buffer();
        return ImageText(str1.AsPointer(), fontSize, color);
    }

    /// <summary>Create an image from text (custom sprite font)</summary>
    public static Image ImageTextEx(Font font, string text, float fontSize, float spacing, Color tint)
    {
        using var str1 = text.ToUtf8Buffer();
        return ImageTextEx(font, str1.AsPointer(), fontSize, spacing, tint);
    }

    /// <summary>Convert image to POT (power-of-two)</summary>
    public static void ImageToPOT(ref Image image, Color fill)
    {
        fixed (Image* p = &image)
        {
            ImageToPOT(p, fill);
        }
    }

    /// <summary>Convert image data to desired format</summary>
    public static void ImageFormat(ref Image image, PixelFormat newFormat)
    {
        fixed (Image* p = &image)
        {
            ImageFormat(p, newFormat);
        }
    }

    /// <summary>Apply alpha mask to image</summary>
    public static void ImageAlphaMask(ref Image image, Image alphaMask)
    {
        fixed (Image* p = &image)
        {
            ImageAlphaMask(p, alphaMask);
        }
    }

    /// <summary>Clear alpha channel to desired color</summary>
    public static void ImageAlphaClear(ref Image image, Color color, float threshold)
    {
        fixed (Image* p = &image)
        {
            ImageAlphaClear(p, color, threshold);
        }
    }

    /// <summary>Crop image depending on alpha value</summary>
    public static void ImageAlphaCrop(ref Image image, float threshold)
    {
        fixed (Image* p = &image)
        {
            ImageAlphaCrop(p, threshold);
        }
    }

    /// <summary>Premultiply alpha channel</summary>
    public static void ImageAlphaPremultiply(ref Image image)
    {
        fixed (Image* p = &image)
        {
            ImageAlphaPremultiply(p);
        }
    }

    /// <summary>Apply Gaussian blur using a box blur approximation</summary>
    public static void ImageBlurGaussian(ref Image image, int blurSize)
    {
        fixed (Image* p = &image)
        {
            ImageBlurGaussian(p, blurSize);
        }
    }

    /// <summary>Crop an image to a defined rectangle</summary>
    public static void ImageCrop(ref Image image, Rectangle crop)
    {
        fixed (Image* p = &image)
        {
            ImageCrop(p, crop);
        }
    }

    /// <summary>Resize image (Bicubic scaling algorithm)</summary>
    public static void ImageResize(ref Image image, int newWidth, int newHeight)
    {
        fixed (Image* p = &image)
        {
            ImageResize(p, newWidth, newHeight);
        }
    }

    /// <summary>Resize image (Nearest-Neighbor scaling algorithm)</summary>
    public static void ImageResizeNN(ref Image image, int newWidth, int newHeight)
    {
        fixed (Image* p = &image)
        {
            ImageResizeNN(p, newWidth, newHeight);
        }
    }

    /// <summary>Resize canvas and fill with color</summary>
    public static void ImageResizeCanvas(
        ref Image image,
        int newWidth,
        int newHeight,
        int offsetX,
        int offsetY,
        Color color
    )
    {
        fixed (Image* p = &image)
        {
            ImageResizeCanvas(p, newWidth, newHeight, offsetX, offsetY, color);
        }
    }

    /// <summary>Generate all mipmap levels for a provided image</summary>
    public static void ImageMipmaps(ref Image image)
    {
        fixed (Image* p = &image)
        {
            ImageMipmaps(p);
        }
    }

    /// <summary>Dither image data to 16bpp or lower (Floyd-Steinberg dithering)</summary>
    public static void ImageDither(ref Image image, int rBpp, int gBpp, int bBpp, int aBpp)
    {
        fixed (Image* p = &image)
        {
            ImageDither(p, rBpp, gBpp, bBpp, aBpp);
        }
    }

    /// <summary>Flip image vertically</summary>
    public static void ImageFlipVertical(ref Image image)
    {
        fixed (Image* p = &image)
        {
            ImageFlipVertical(p);
        }
    }

    /// <summary>Flip image horizontally</summary>
    public static void ImageFlipHorizontal(ref Image image)
    {
        fixed (Image* p = &image)
        {
            ImageFlipHorizontal(p);
        }
    }

    /// <summary>Rotate image by input angle in degrees (-359 to 359)</summary>
    public static void ImageRotate(ref Image image, int degrees)
    {
        fixed (Image* p = &image)
        {
            ImageRotate(p, degrees);
        }
    }

    /// <summary>Rotate image clockwise 90deg</summary>
    public static void ImageRotateCW(ref Image image)
    {
        fixed (Image* p = &image)
        {
            ImageRotateCW(p);
        }
    }

    /// <summary>Rotate image counter-clockwise 90deg</summary>
    public static void ImageRotateCCW(ref Image image)
    {
        fixed (Image* p = &image)
        {
            ImageRotateCCW(p);
        }
    }

    /// <summary>Modify image color: tint</summary>
    public static void ImageColorTint(ref Image image, Color color)
    {
        fixed (Image* p = &image)
        {
            ImageColorTint(p, color);
        }
    }

    /// <summary>Modify image color: invert</summary>
    public static void ImageColorInvert(ref Image image)
    {
        fixed (Image* p = &image)
        {
            ImageColorInvert(p);
        }
    }

    /// <summary>Modify image color: grayscale</summary>
    public static void ImageColorGrayscale(ref Image image)
    {
        fixed (Image* p = &image)
        {
            ImageColorGrayscale(p);
        }
    }

    /// <summary>Modify image color: contrast (-100 to 100)</summary>
    public static void ImageColorContrast(ref Image image, float contrast)
    {
        fixed (Image* p = &image)
        {
            ImageColorContrast(p, contrast);
        }
    }

    /// <summary>Modify image color: brightness (-255 to 255)</summary>
    public static void ImageColorBrightness(ref Image image, int brightness)
    {
        fixed (Image* p = &image)
        {
            ImageColorBrightness(p, brightness);
        }
    }

    /// <summary>Modify image color: replace color</summary>
    public static void ImageColorReplace(ref Image image, Color color, Color replace)
    {
        fixed (Image* p = &image)
        {
            ImageColorReplace(p, color, replace);
        }
    }

    /// <summary>Clear image background with given color</summary>
    public static void ImageClearBackground(ref Image dst, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageClearBackground(p, color);
        }
    }

    /// <summary>Draw pixel within an image</summary>
    public static void ImageDrawPixel(ref Image dst, int posX, int posY, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawPixel(p, posX, posY, color);
        }
    }

    /// <summary>Draw pixel within an image (Vector version)</summary>
    public static void ImageDrawPixelV(ref Image dst, Vector2 position, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawPixelV(p, position, color);
        }
    }

    /// <summary>Draw line within an image</summary>
    public static void ImageDrawLine(
        ref Image dst,
        int startPosX,
        int startPosY,
        int endPosX,
        int endPosY,
        Color color
    )
    {
        fixed (Image* p = &dst)
        {
            ImageDrawLine(p, startPosX, startPosY, endPosX, endPosY, color);
        }
    }

    /// <summary>Draw line within an image (Vector version)</summary>
    public static void ImageDrawLineV(ref Image dst, Vector2 start, Vector2 end, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawLineV(p, start, end, color);
        }
    }

    /// <summary>Draw circle within an image</summary>
    public static void ImageDrawCircle(ref Image dst, int centerX, int centerY, int radius, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawCircle(p, centerX, centerY, radius, color);
        }
    }

    /// <summary>Draw circle within an image (Vector version)</summary>
    public static void ImageDrawCircleV(ref Image dst, Vector2 center, int radius, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawCircleV(p, center, radius, color);
        }
    }

    /// <summary>Draw rectangle within an image</summary>
    public static void ImageDrawRectangle(ref Image dst, int posX, int posY, int width, int height, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawRectangle(p, posX, posY, width, height, color);
        }
    }

    /// <summary>Draw rectangle within an image (Vector version)</summary>
    public static void ImageDrawRectangleV(ref Image dst, Vector2 position, Vector2 size, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawRectangleV(p, position, size, color);
        }
    }

    /// <summary>Draw rectangle within an image</summary>
    public static void ImageDrawRectangleRec(ref Image dst, Rectangle rec, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawRectangleRec(p, rec, color);
        }
    }

    /// <summary>Draw rectangle lines within an image</summary>
    public static void ImageDrawRectangleLines(ref Image dst, Rectangle rec, int thick, Color color)
    {
        fixed (Image* p = &dst)
        {
            ImageDrawRectangleLines(p, rec, thick, color);
        }
    }

    /// <summary>Draw a source image within a destination image (tint applied to source)</summary>
    public static void ImageDraw(ref Image dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint)
    {
        fixed (Image* p = &dst)
        {
            ImageDraw(p, src, srcRec, dstRec, tint);
        }
    }

    /// <summary>Draw text (using default font) within an image (destination)</summary>
    public static void ImageDrawText(ref Image dst, string text, int x, int y, int fontSize, Color color)
    {
        using var str1 = text.ToUtf8Buffer();
        fixed (Image* p = &dst)
        {
            ImageDrawText(p, str1.AsPointer(), x, y, fontSize, color);
        }
    }

    /// <summary>Draw text (custom sprite font) within an image (destination)</summary>
    public static void ImageDrawTextEx(
        ref Image dst,
        Font font,
        string text,
        Vector2 position,
        int fontSize,
        float spacing,
        Color color
    )
    {
        using var str1 = text.ToUtf8Buffer();
        fixed (Image* p = &dst)
        {
            ImageDrawTextEx(p, font, str1.AsPointer(), position, fontSize, spacing, color);
        }
    }

    /// <summary>Load texture from file into GPU memory (VRAM)</summary>
    public static Texture2D LoadTexture(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadTexture(str1.AsPointer());
    }

    /// <summary>Update GPU texture with new data</summary>
    public static void UpdateTexture<T>(Texture2D texture, T[] pixels) where T : unmanaged
    {
        UpdateTexture(texture, (ReadOnlySpan<T>)pixels);
    }

    /// <summary>Update GPU texture with new data</summary>
    public static void UpdateTexture<T>(Texture2D texture, ReadOnlySpan<T> pixels) where T : unmanaged
    {
        fixed (void* pixelPtr = pixels)
        {
            UpdateTexture(texture, pixelPtr);
        }
    }

    /// <summary>Update GPU texture rectangle with new data</summary>
    public static void UpdateTextureRec<T>(Texture2D texture, Rectangle rec, T[] pixels) where T : unmanaged
    {
        UpdateTextureRec(texture, rec, (ReadOnlySpan<T>)pixels);
    }

    /// <summary>Update GPU texture rectangle with new data</summary>
    public static void UpdateTextureRec<T>(Texture2D texture, Rectangle rec, ReadOnlySpan<T> pixels) where T : unmanaged
    {
        fixed (void* pixelPtr = pixels)
        {
            UpdateTextureRec(texture, rec, pixelPtr);
        }
    }

    /// <summary>Generate GPU mipmaps for a texture</summary>
    public static void GenTextureMipmaps(ref Texture2D texture)
    {
        fixed (Texture2D* p = &texture)
        {
            GenTextureMipmaps(p);
        }
    }

    /// <summary>Load font from file into GPU memory (VRAM)</summary>
    public static Font LoadFont(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadFont(str1.AsPointer());
    }

    /// <summary>Load font from file with extended parameters</summary>
    public static Font LoadFontEx(string fileName, int fontSize, int[] codepoints, int codepointCount)
    {
        using var str1 = fileName.ToAnsiBuffer();
        fixed (int* p = codepoints)
        {
            return LoadFontEx(str1.AsPointer(), fontSize, p, codepointCount);
        }
    }

    /// <summary>
    /// Load font from managed memory, fileType refers to extension: i.e. "ttf"
    /// </summary>
    public static Font LoadFontFromMemory(
        string fileType,
        byte[] fileData,
        int fontSize,
        int[] codepoints,
        int codepointCount
    )
    {
        using var fileTypeNative = fileType.ToAnsiBuffer();
        fixed (byte* fileDataNative = fileData)
        {
            fixed (int* fontCharsNative = codepoints)
            {
                Font font = LoadFontFromMemory(
                    fileTypeNative.AsPointer(),
                    fileDataNative,
                    fileData.Length,
                    fontSize,
                    fontCharsNative,
                    codepointCount
                );

                return font;
            }
        }
    }

    /// <summary>Upload vertex data into GPU and provided VAO/VBO ids</summary>
    public static void UploadMesh(ref Mesh mesh, CBool dynamic)
    {
        fixed (Mesh* p = &mesh)
        {
            UploadMesh(p, dynamic);
        }
    }

    /// <summary>Unload mesh from memory (RAM and/or VRAM)</summary>
    public static void UnloadMesh(ref Mesh mesh)
    {
        fixed (Mesh* p = &mesh)
        {
            UnloadMesh(p);
        }
    }

    /// <summary>Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)</summary>
    public static void SetMaterialTexture(ref Material material, MaterialMapIndex mapType, Texture2D texture)
    {
        fixed (Material* p = &material)
        {
            SetMaterialTexture(p, mapType, texture);
        }
    }

    /// <summary>Set material for a mesh</summary>
    public static void SetModelMeshMaterial(ref Model model, int meshId, int materialId)
    {
        fixed (Model* p = &model)
        {
            SetModelMeshMaterial(p, meshId, materialId);
        }
    }

    /// <summary>Load model animations from file</summary>
    public static ModelAnimation* LoadModelAnimations(string fileName, ref uint animCount)
    {
        using var str1 = fileName.ToAnsiBuffer();
        fixed (uint* p = &animCount)
        {
            return LoadModelAnimations(str1.AsPointer(), p);
        }
    }

    /// <summary>Compute mesh tangents</summary>
    public static void GenMeshTangents(ref Mesh mesh)
    {
        fixed (Mesh* p = &mesh)
        {
            GenMeshTangents(p);
        }
    }

    /// <summary>Convert wave data to desired format</summary>
    public static void WaveFormat(ref Wave wave, int sampleRate, int sampleSize, int channels)
    {
        fixed (Wave* p = &wave)
        {
            WaveFormat(p, sampleRate, sampleSize, channels);
        }
    }

    /// <summary>Crop a wave to defined samples range</summary>
    public static void WaveCrop(ref Wave wave, int initSample, int finalSample)
    {
        fixed (Wave* p = &wave)
        {
            WaveCrop(p, initSample, finalSample);
        }
    }

    /// <summary>Draw lines sequence</summary>
    public static void DrawLineStrip(Vector2[] points, int pointCount, Color color)
    {
        fixed (Vector2* p = points)
        {
            DrawLineStrip(p, pointCount, color);
        }
    }

    /// <summary>Draw a triangle fan defined by points (first vertex is the center)</summary>
    public static void DrawTriangleFan(Vector2[] points, int pointCount, Color color)
    {
        fixed (Vector2* p = points)
        {
            DrawTriangleFan(p, pointCount, color);
        }
    }

    /// <summary>Draw a triangle strip defined by points</summary>
    public static void DrawTriangleStrip(Vector2[] points, int pointCount, Color color)
    {
        fixed (Vector2* p = points)
        {
            DrawTriangleStrip(p, pointCount, color);
        }
    }

    /// <summary>Draw spline: Linear, minimum 2 points</summary>
    public static void DrawSplineLinear(Vector2[] points, int pointCount, float thick, Color color)
    {
        fixed (Vector2* p = points)
        {
            DrawSplineLinear(p, pointCount, thick, color);
        }
    }

    /// <summary>Draw spline: B-Spline, minimum 4 points</summary>
    public static void DrawSplineBasis(Vector2[] points, int pointCount, float thick, Color color)
    {
        fixed (Vector2* p = points)
        {
            DrawSplineBasis(p, pointCount, thick, color);
        }
    }

    /// <summary>Draw spline: Catmull-Rom, minimum 4 points</summary>
    public static void DrawSplineCatmullRom(Vector2[] points, int pointCount, float thick, Color color)
    {
        fixed (Vector2* p = points)
        {
            DrawSplineCatmullRom(p, pointCount, thick, color);
        }
    }

    /// <summary>Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]</summary>
    public static void DrawSplineBezierQuadratic(Vector2[] points, int pointCount, float thick, Color color)
    {
        fixed (Vector2* p = points)
        {
            DrawSplineBezierQuadratic(p, pointCount, thick, color);
        }
    }

    /// <summary>Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]</summary>
    public static void DrawSplineBezierCubic(Vector2[] points, int pointCount, float thick, Color color)
    {
        fixed (Vector2* p = points)
        {
            DrawSplineBezierCubic(p, pointCount, thick, color);
        }
    }

    /// <summary>Draw text (using default font)</summary>
    public static void DrawText(string text, int posX, int posY, int fontSize, Color color)
    {
        using var str1 = text.ToUtf8Buffer();
        DrawText(str1.AsPointer(), posX, posY, fontSize, color);
    }

    /// <summary>Draw text using font and additional parameters</summary>
    public static void DrawTextEx(
        Font font,
        string text,
        Vector2 position,
        float fontSize,
        float spacing,
        Color tint
    )
    {
        using var str1 = text.ToUtf8Buffer();
        DrawTextEx(font, str1.AsPointer(), position, fontSize, spacing, tint);
    }

    /// <summary>Draw text using Font and pro parameters (rotation)</summary>
    public static void DrawTextPro(
        Font font,
        string text,
        Vector2 position,
        Vector2 origin,
        float rotation,
        float fontSize,
        float spacing,
        Color tint
    )
    {
        using var str1 = text.ToUtf8Buffer();
        DrawTextPro(font, str1.AsPointer(), position, origin, rotation, fontSize, spacing, tint);
    }

    /// <summary>Measure string width for default font</summary>
    public static int MeasureText(string text, int fontSize)
    {
        using var str1 = text.ToUtf8Buffer();
        return MeasureText(str1.AsPointer(), fontSize);
    }

    /// <summary>Measure string size for Font</summary>
    public static Vector2 MeasureTextEx(Font font, string text, float fontSize, float spacing)
    {
        using var str1 = text.ToUtf8Buffer();
        return MeasureTextEx(font, str1.AsPointer(), fontSize, spacing);
    }

    /// <summary>Get all codepoints in a string, codepoints count returned by parameters</summary>
    public static int[] LoadCodepoints(string text, ref int count)
    {
        using var str1 = text.ToUtf8Buffer();
        fixed (int* c = &count)
        {
            var pointsPtr = LoadCodepoints(str1.AsPointer(), c);
            var codepoints = new ReadOnlySpan<int>(pointsPtr, count).ToArray();
            UnloadCodepoints(pointsPtr);
            return codepoints;
        }
    }

    /// <summary>Get total number of codepoints in a UTF8 encoded string</summary>
    public static int GetCodepointCount(string text)
    {
        using var str1 = text.ToUtf8Buffer();
        return GetCodepointCount(str1.AsPointer());
    }

    /// <summary>Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure</summary>
    public static int GetCodepoint(string text, ref int codepointSize)
    {
        using var str1 = text.ToUtf8Buffer();
        fixed (int* p = &codepointSize)
        {
            return GetCodepoint(str1.AsPointer(), p);
        }
    }

    /// <summary>Encode one codepoint into UTF-8 byte array (array length returned as parameter)</summary>
    public static string CodepointToUTF8(int codepoint, ref int utf8Size)
    {
        fixed (int* l1 = &utf8Size)
        {
            var ptr = CodepointToUTF8(codepoint, l1);
            return Utf8StringUtils.GetUTF8String(ptr);
        }
    }

    /// <summary>Load UTF-8 text encoded from codepoints array</summary>
    public static string LoadUTF8(int[] codepoints, int length)
    {
        fixed (int* c1 = codepoints)
        {
            var ptr = LoadUTF8(c1, length);
            var text = Utf8StringUtils.GetUTF8String(ptr);
            MemFree(ptr);
            return text;
        }
    }

    /// <summary>Draw a model (with texture if set)</summary>
    public static Model LoadModel(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadModel(str1.AsPointer());
    }

    /// <summary>Export mesh data to file, returns true on success</summary>
    public static CBool ExportMesh(Mesh mesh, string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return ExportMesh(mesh, str1.AsPointer());
    }

    /// <summary>Draw a triangle strip defined by points</summary>
    public static void DrawTriangleStrip3D(Vector3[] points, int pointCount, Color color)
    {
        fixed (Vector3* p = points)
        {
            DrawTriangleStrip3D(p, pointCount, color);
        }
    }

    /// <summary>Draw multiple mesh instances with material and different transforms</summary>
    public static void DrawMeshInstanced(Mesh mesh, Material material, Matrix4x4[] transforms, int instances)
    {
        fixed (Matrix4x4* p = transforms)
        {
            DrawMeshInstanced(mesh, material, p, instances);
        }
    }

    /// <summary>Load wave data from file</summary>
    public static Wave LoadWave(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadWave(str1.AsPointer());
    }

    /// <summary>
    /// Load wave from managed memory, fileType refers to extension: i.e. "wav"
    /// </summary>
    public static Wave LoadWaveFromMemory(
        string fileType,
        byte[] fileData
    )
    {
        using var fileTypeNative = fileType.ToAnsiBuffer();

        fixed (byte* fileDataNative = fileData)
        {
            Wave wave = LoadWaveFromMemory(
                fileTypeNative.AsPointer(),
                fileDataNative,
                fileData.Length
            );

            return wave;
        }
    }

    /// <summary>Load sound from file</summary>
    public static Sound LoadSound(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadSound(str1.AsPointer());
    }

    /// <summary>Export wave data to file</summary>
    public static CBool ExportWave(Wave wave, string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return ExportWave(wave, str1.AsPointer());
    }

    /// <summary>Export wave sample data to code (.h)</summary>
    public static CBool ExportWaveAsCode(Wave wave, string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return ExportWaveAsCode(wave, str1.AsPointer());
    }

    /// <summary>Load music stream from file</summary>
    public static Music LoadMusicStream(string fileName)
    {
        using var str1 = fileName.ToAnsiBuffer();
        return LoadMusicStream(str1.AsPointer());
    }

    /// <summary>
    /// Load music stream from managed memory, fileType refers to extension: i.e. ".wav"
    /// </summary>
    public static Music LoadMusicStreamFromMemory(
        string fileType,
        byte[] fileData
    )
    {
        using var fileTypeNative = fileType.ToAnsiBuffer();

        fixed (byte* fileDataNative = fileData)
        {
            Music music = LoadMusicStreamFromMemory(
                fileTypeNative.AsPointer(),
                fileDataNative,
                fileData.Length
            );

            return music;
        }
    }

    /// <summary>
    /// Attach audio stream processor to the entire audio pipeline
    /// </summary>
    public static void AttachAudioMixedProcessor(AudioCallback<float> processor)
    {
        if (AudioMixed.Callback == null)
        {
            AudioMixed.Callback = processor;
            AttachAudioMixedProcessor(&AudioMixed.Processor);
        }
    }

    /// <summary>
    /// Detach audio stream processor from the entire audio pipeline
    /// </summary>
    public static void DetachAudioMixedProcessor(AudioCallback<float> processor)
    {
        if (AudioMixed.Callback == processor)
        {
            DetachAudioMixedProcessor(&AudioMixed.Processor);
            AudioMixed.Callback = null;
        }
    }

    public static string SubText(this string input, int position, int length)
    {
        return input.Substring(position, Math.Min(length, input.Length));
    }

    public static Material GetMaterial(ref Model model, int materialIndex)
    {
        return model.Materials[materialIndex];
    }

    public static Texture2D GetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex)
    {
        return model.Materials[materialIndex].Maps[(int)mapIndex].Texture;
    }

    public static void SetMaterialTexture(
        ref Model model,
        int materialIndex,
        MaterialMapIndex mapIndex,
        ref Texture2D texture
    )
    {
        SetMaterialTexture(&model.Materials[materialIndex], mapIndex, texture);
    }

    public static void SetMaterialShader(ref Model model, int materialIndex, ref Shader shader)
    {
        model.Materials[materialIndex].Shader = shader;
    }
}