mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-10-13 04:51:53 -04:00
* 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"
94 lines
1.8 KiB
C#
94 lines
1.8 KiB
C#
using System.Runtime.InteropServices;
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namespace Raylib_cs;
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/// <summary>
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/// Font type, defines generation method
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/// </summary>
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public enum FontType
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{
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/// <summary>
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/// Default font generation, anti-aliased
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/// </summary>
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Default = 0,
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/// <summary>
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/// Bitmap font generation, no anti-aliasing
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/// </summary>
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Bitmap,
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/// <summary>
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/// SDF font generation, requires external shader
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/// </summary>
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Sdf
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}
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/// <summary>
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/// GlyphInfo, font characters glyphs info
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct GlyphInfo
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{
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/// <summary>
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/// Character value (Unicode)
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/// </summary>
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public int Value;
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/// <summary>
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/// Character offset X when drawing
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/// </summary>
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public int OffsetX;
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/// <summary>
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/// Character offset Y when drawing
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/// </summary>
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public int OffsetY;
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/// <summary>
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/// Character advance position X
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/// </summary>
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public int AdvanceX;
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/// <summary>
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/// Character image data
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/// </summary>
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public Image Image;
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}
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/// <summary>
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/// Font, font texture and GlyphInfo array data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Font
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{
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/// <summary>
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/// Base size (default chars height)
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/// </summary>
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public int BaseSize;
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/// <summary>
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/// Number of characters
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/// </summary>
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public int GlyphCount;
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/// <summary>
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/// Padding around the glyph characters
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/// </summary>
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public int GlyphPadding;
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/// <summary>
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/// Texture atlas containing the glyphs
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/// </summary>
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public Texture2D Texture;
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/// <summary>
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/// Rectangles in texture for the glyphs
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/// </summary>
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public Rectangle* Recs;
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/// <summary>
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/// Glyphs info data
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/// </summary>
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public GlyphInfo* Glyphs;
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}
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