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raylib-cs/Raylib-cs/RaylibUtils.cs
2021-11-26 07:11:56 +00:00

116 lines
3.6 KiB
C#

using System;
using System.Runtime.InteropServices;
using Raylib_cs;
namespace Raylib_cs
{
[StructLayout(LayoutKind.Sequential)]
public readonly struct CBool
{
private readonly byte value;
private CBool(bool value)
{
this.value = Convert.ToByte(value);
}
public static implicit operator CBool(bool value)
{
return new CBool(value);
}
public static implicit operator bool(CBool x)
{
return Convert.ToBoolean(x.value);
}
public override string ToString()
{
return Convert.ToBoolean(value).ToString();
}
}
/// <summary>
/// Utility functions for parts of the api that are not easy to interact with via pinvoke.
/// </summary>
public static unsafe class Utils
{
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 = Raylib.GetDroppedFiles(&count);
var files = new string[count];
for (var i = 0; i < count; i++)
{
files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]);
}
Raylib.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)
{
Raylib.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<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType, int count)
where T : unmanaged
{
SetShaderValueV(shader, uniformLoc, (Span<T>)values, uniformType, count);
}
public static void SetShaderValueV<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType, int count)
where T : unmanaged
{
fixed (T* valuePtr = values)
{
Raylib.SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count);
}
}
public static void SetShaderValue<T>(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType)
where T : unmanaged
{
Raylib.SetShaderValue(shader, uniformLoc, &value, uniformType);
}
public static void SetShaderValue<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType)
where T : unmanaged
{
SetShaderValue(shader, uniformLoc, (Span<T>)values, uniformType);
}
public static void SetShaderValue<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType)
where T : unmanaged
{
fixed (T* valuePtr = values)
{
Raylib.SetShaderValue(shader, uniformLoc, valuePtr, uniformType);
}
}
}
}