* All the "var" variables were changed to explicit types on the raylib class * "MakeDirectory" overload, and string version of "GetApplicationDirectory" and "GetWorkingDirectory" methods * Added "Dimensions" property to "Texture2D" * New overloads for the "LoadFileData" and "SaveFileData" methods * Raymath's const "NativeLibName" is now referencing to "Raylib.NativeLibName" * Color constructors are more readable * Added "Dimensions" property to "Image" * Changed all the "var" for explicit types on the "Logging" class * Changed "Int64" for "long" on CBool, and using constructor on the operators instead setting the value manually * Added indexer to "FilePathLists" * Changed all "var" for explicit types on "Utf8Buffer" * New "GetRandomSequence" method overloads in "Raylib.Utils" acepting "int" and "float" * Added new extension "byte.Lerp" * Added new extension "Log" for "TraceLogLevel" * Constructors on Color no longer just truncate the float value, but also round it (+ 0.5f) * New static method on Color, "Color.Lerp" * Added static method "FromHSV" to Color * Added new getter method "GetHSV" on Color * Added index security on the FilePathList indexer * Added Rectangle extension * Added "MoveTowards" extensions to RaylibExtensions * Added "TranslateLocal" and "TranslateGlobal" to Transform * Removed unnecessary "partial" declarations * Updating calls and docs * Moved the "AudioCallback" delegate into the "AudioMixed.cs" File * Properties and structs marked as read-only on the "Model.cs" file * Updated the "README.md" to mentions Raylib-cs targets net6.0 and net8.0 (and also explicitly added that the "STAThread" attribute comes from the "System" namespace) * Added a few sizing utils to "Rectangle" * Added "GetScreenCenter" to "Raylib.Utils"
3.7 KiB
Raylib-cs
C# bindings for raylib, a simple and easy-to-use library to learn videogames programming (www.raylib.com)
Raylib-cs targets net6.0 net8.0 and uses the official 5.5 release to build the native libraries.
Status
Raylib-cs is passively maintained. Occasional updates may be released from time to time. Pull requests may be accepted if they don't have a large maintainence burden.
Installation - NuGet
This is the prefered method to get started.
- Pick a folder in which you would like to start a raylib project. For example "MyRaylibCSProj".
- Then from a terminal (for example a VSCode terminal), whilst in the directory you just created run the following commands. (Please keep in mind .NET should already be installed on your system)
dotnet new console
dotnet add package Raylib-cs
If you need to edit Raylib-cs source then you will need to add the bindings as a project (see below).
If you are new to using NuGet (or you've forgotten) and are trying to run the above command in the command prompt, remember that you need to be inside the intended project directory (not just inside the solution directory) otherwise the command won't work.
Installation - Manual
-
Download/clone the repo
-
Add Raylib-cs/Raylib-cs.csproj to your project as an existing project.
-
Download/build the native libraries for the platforms you want using the official 5.5 release. NOTE: the MSVC version is required for Windows platforms
-
Setup the native libraries so they are in the same directory as the executable/can be found in the search path.
-
Start coding!
Hello, World!
using Raylib_cs;
namespace HelloWorld;
internal static class Program
{
// STAThread is required if you deploy using NativeAOT on Windows - See https://github.com/raylib-cs/raylib-cs/issues/301
[System.STAThread]
public static void Main()
{
Raylib.InitWindow(800, 480, "Hello World");
while (!Raylib.WindowShouldClose())
{
Raylib.BeginDrawing();
Raylib.ClearBackground(Color.White);
Raylib.DrawText("Hello, world!", 12, 12, 20, Color.Black);
Raylib.EndDrawing();
}
Raylib.CloseWindow();
}
}
Contributing
Feel free to open an issue. If you'd like to contribute, please fork the repository and make changes as you'd like. Pull requests are welcome.
If you want to request features or report bugs related to raylib directly (in contrast to this binding), please refer to the author's project repo.
License
See LICENSE for details.