using System; using System.Numerics; using System.Runtime.InteropServices; namespace Raylib_cs { /// /// Utility functions for parts of the api that are not easy to interact with via pinvoke. /// public static unsafe partial class Raylib { public static void InitWindow(int width, int height, Utf8String title) { fixed (byte* p = title) { InitWindow(width, height, p); } } public static void SetWindowTitle(Utf8String title) { fixed (byte* p = title) { SetWindowTitle(p); } } /// Get the human-readable, UTF-8 encoded name of the primary monitor public static Utf8String GetMonitorName_(int monitor) { return Utf8String.FromPtr(GetMonitorName(monitor)); } /// Get clipboard text content public static Utf8String GetClipboardText_() { return Utf8String.FromPtr(GetClipboardText()); } public static void SetClipboardText(Utf8String text) { fixed (byte* p = text) { SetClipboardText(p); } } /// Set custom trace log public static void SetTraceLogCallback_(TraceLogCallback callback) { SetTraceLogCallback(callback); traceLogCallback = callback; } /// Return gamepad internal name id public static Utf8String GetGamepadName_(int gamepad) { return Utf8String.FromPtr(GetGamepadName(gamepad)); } public static void ImageDrawText(ref Image dst, Utf8String text, int x, int y, int fontSize, Color color) { fixed (byte* p = text) { fixed (Image* i = &dst) { ImageDrawText(i, p, x, y, fontSize, color); } } } public static void DrawText(Utf8String text, int posX, int posY, int fontSize, Color color) { fixed (byte* p = text) { DrawText(p, posX, posY, fontSize, color); } } public static void DrawTextEx(Font font, Utf8String text, Vector2 position, float fontSize, float spacing, Color tint) { fixed (byte* p = text) { DrawTextEx(font, p, position, fontSize, spacing, tint); } } public static void DrawTextPro(Font font, Utf8String text, Vector2 position, float fontSize, float spacing, Color tint) { fixed (byte* p = text) { DrawTextEx(font, p, position, fontSize, spacing, tint); } } public static int MeasureText(Utf8String text, int fontSize) { fixed (byte* p = text) { return MeasureText(p, fontSize); } } public static Vector2 MeasureTextEx(Font font, Utf8String text, float fontSize, float spacing) { fixed (byte* p = text) { return MeasureTextEx(font, p, fontSize, spacing); } } public static void TextAppend(Utf8String text, Utf8String append, int position) { fixed (byte* p1 = text) { fixed (byte* p2 = append) { TextAppend(p1, p2, &position); } } } public static Utf8String TextToPascal(Utf8String text) { fixed (byte* p1 = text) { return Utf8String.FromPtr(TextToPascal(p1)); } } public static int TextToInteger(Utf8String text) { fixed (byte* p1 = text) { return TextToInteger(p1); } } public static int[] LoadCodepoints(Utf8String text, ref int count) { fixed (byte* p1 = text) { fixed (int* c = &count) { var pointsPtr = LoadCodepoints(p1, c); var codepoints = new ReadOnlySpan(pointsPtr, count).ToArray(); UnloadCodepoints(pointsPtr); return codepoints; } } } public static int GetCodepointCount(Utf8String text) { fixed (byte* p1 = text) { return GetCodepointCount(p1); } } /// Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure /// single codepoint / "char" public static int GetCodepoint(Utf8String text, ref int bytesProcessed) { fixed (byte* p1 = text) { // this probably wont work fixed (int* p = &bytesProcessed) { return GetCodepoint(p1, p); } } } public static Utf8String CodepointToUTF8(int codepoint, ref int byteSize) { fixed (int* l1 = &byteSize) { var ptr = CodepointToUTF8(codepoint, l1); return Utf8String.FromPtr(ptr); } } public static Utf8String TextCodepointsToUTF8(int[] codepoints, int length) { fixed (int* c1 = codepoints) { var ptr = TextCodepointsToUTF8(c1, length); return Utf8String.FromPtr(ptr); } } public static ReadOnlySpan LoadModelAnimations(Utf8String fileName, ref int animsCount) { fixed (byte* p1 = fileName) { fixed (int* p2 = &animsCount) { var model = LoadModelAnimations(p1, p2); if ((IntPtr)model == IntPtr.Zero) { throw new ApplicationException("Failed to load animation"); } return new ReadOnlySpan(model, animsCount); } } } public static string SubText(this string input, int position, int length) { return input.Substring(position, Math.Min(length, input.Length)); } public static string[] GetDroppedFiles() { int count; var buffer = GetDroppedFiles(&count); var files = new string[count]; for (var i = 0; i < count; i++) { files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]); } ClearDroppedFiles(); return files; } 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(ref model.materials[materialIndex], (int)mapIndex, texture); } public static void SetMaterialShader(ref Model model, int materialIndex, ref Shader shader) { model.materials[materialIndex].shader = shader; } public static void SetShaderValueV(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType, int count) where T : unmanaged { SetShaderValueV(shader, uniformLoc, (Span)values, uniformType, count); } public static void SetShaderValueV(Shader shader, int uniformLoc, Span values, ShaderUniformDataType uniformType, int count) where T : unmanaged { fixed (T* valuePtr = values) { SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count); } } public static void SetShaderValue(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType) where T : unmanaged { SetShaderValue(shader, uniformLoc, &value, uniformType); } public static void SetShaderValue(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType) where T : unmanaged { SetShaderValue(shader, uniformLoc, (Span)values, uniformType); } public static void SetShaderValue(Shader shader, int uniformLoc, Span values, ShaderUniformDataType uniformType) where T : unmanaged { fixed (T* valuePtr = values) { SetShaderValue(shader, uniformLoc, valuePtr, uniformType); } } } }