using System.Runtime.InteropServices;
using System.Numerics;
namespace Raylib_cs;
///
/// Texture parameters: filter mode
/// NOTE 1: Filtering considers mipmaps if available in the texture
/// NOTE 2: Filter is accordingly set for minification and magnification
///
public enum TextureFilter
{
///
/// No filter, just pixel aproximation
///
Point = 0,
///
/// Linear filtering
///
Bilinear,
///
/// Trilinear filtering (linear with mipmaps)
///
Trilinear,
///
/// Anisotropic filtering 4x
///
Anisotropic4X,
///
/// Anisotropic filtering 8x
///
Anisotropic8X,
///
/// Anisotropic filtering 16x
///
Anisotropic16X,
}
///
/// Texture parameters: wrap mode
///
public enum TextureWrap
{
///
/// Repeats texture in tiled mode
///
Repeat = 0,
///
/// Clamps texture to edge pixel in tiled mode
///
Clamp,
///
/// Mirrors and repeats the texture in tiled mode
///
MirrorRepeat,
///
/// Mirrors and clamps to border the texture in tiled mode
///
MirrorClamp
}
///
/// Cubemap layouts
///
public enum CubemapLayout
{
///
/// Automatically detect layout type
///
AutoDetect = 0,
///
/// Layout is defined by a vertical line with faces
///
LineVertical,
///
/// Layout is defined by a horizontal line with faces
///
LineHorizontal,
///
/// Layout is defined by a 3x4 cross with cubemap faces
///
CrossThreeByFour,
///
/// Layout is defined by a 4x3 cross with cubemap faces
///
CrossFourByThree
}
///
/// Texture2D type
/// NOTE: Data stored in GPU memory
///
[StructLayout(LayoutKind.Sequential)]
public struct Texture2D
{
///
/// OpenGL texture id
///
public uint Id;
///
/// Texture base width
///
public int Width;
///
/// Texture base height
///
public int Height;
///
/// Mipmap levels, 1 by default
///
public int Mipmaps;
///
/// Data format (PixelFormat type)
///
public PixelFormat Format;
///
/// Get width and height packed in a Vector2
///
public readonly Vector2 Dimensions => new Vector2(Width, Height);
public readonly CBool IsValid => Raylib.IsTextureValid(this);
public static Texture2D Load(string fileName)
{
return Raylib.LoadTexture(fileName);
}
public static Texture2D LoadFromImage(Image image)
{
return Raylib.LoadTextureFromImage(image);
}
public static Texture2D LoadFromMemory(string fileType, byte[] fileData)
{
Image img = Raylib.LoadImageFromMemory(fileType, fileData);
Texture2D texture = Raylib.LoadTextureFromImage(img);
Raylib.UnloadImage(img);
return texture;
}
public void Unload()
{
Raylib.UnloadTexture(this);
}
public void SetFilter(TextureFilter filter)
{
Raylib.SetTextureFilter(this, filter);
}
public void SetWrap(TextureWrap wrap)
{
Raylib.SetTextureWrap(this, wrap);
}
public void Update(T[] pixels) where T : unmanaged
{
Raylib.UpdateTexture(this, pixels);
}
public readonly void Draw(int x, int y)
{
Raylib.DrawTexture(this, x, y, Color.White);
}
public readonly void Draw(int x, int y, Color color)
{
Raylib.DrawTexture(this, x, y, color);
}
public readonly void Draw(Vector2 position)
{
Raylib.DrawTexture(this, (int)position.X, (int)position.Y, Color.White);
}
public readonly void Draw(Vector2 position, Vector2 origin)
{
Vector2 size = this.Dimensions;
Rectangle source = new Rectangle(Vector2.Zero, size);
Rectangle target = new Rectangle(position, size);
Raylib.DrawTexturePro(this, source, target, origin, 0, Color.White);
}
public readonly void Draw(Vector2 position, Vector2 origin, Color color)
{
Vector2 size = this.Dimensions;
Rectangle source = new Rectangle(Vector2.Zero, size);
Rectangle target = new Rectangle(position, size);
Raylib.DrawTexturePro(this, source, target, origin, 0, color);
}
public readonly void Draw(Vector2 position, Color color)
{
Raylib.DrawTexture(this, (int)position.X, (int)position.Y, color);
}
public readonly void Draw(Vector2 position, float rotation, float scale)
{
Raylib.DrawTextureEx(this, position, rotation, scale, Color.White);
}
public readonly void Draw(Vector2 position, float rotation, float scale, Color color)
{
Raylib.DrawTextureEx(this, position, rotation, scale, color);
}
public readonly void Draw(Vector2 position, float rotation, Vector2 scale)
{
Draw(position, rotation, scale, Color.White);
}
public readonly void Draw(Vector2 position, float rotation, Vector2 scale, Color color)
{
Vector2 size = this.Dimensions;
Rectangle source = new Rectangle(Vector2.Zero, size);
Rectangle target = new Rectangle(position, size);
target.Size *= scale;
Raylib.DrawTexturePro(this, source, target, Vector2.Zero, rotation, color);
}
public readonly void Draw(Rectangle source, Rectangle dest)
{
Raylib.DrawTexturePro(this, source, dest, Vector2.Zero, 0, Color.White);
}
public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin)
{
Raylib.DrawTexturePro(this, source, dest, origin, 0, Color.White);
}
public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin, float rotation)
{
Raylib.DrawTexturePro(this, source, dest, origin, rotation, Color.White);
}
public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color color)
{
Raylib.DrawTexturePro(this, source, dest, origin, rotation, color);
}
}