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"
138 lines
2.7 KiB
C#
138 lines
2.7 KiB
C#
using System.Runtime.InteropServices;
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using System.Numerics;
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namespace Raylib_cs;
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/// <summary>
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/// Texture parameters: filter mode<br/>
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/// NOTE 1: Filtering considers mipmaps if available in the texture<br/>
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/// NOTE 2: Filter is accordingly set for minification and magnification
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/// </summary>
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public enum TextureFilter
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{
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/// <summary>
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/// No filter, just pixel aproximation
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/// </summary>
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Point = 0,
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/// <summary>
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/// Linear filtering
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/// </summary>
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Bilinear,
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/// <summary>
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/// Trilinear filtering (linear with mipmaps)
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/// </summary>
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Trilinear,
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/// <summary>
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/// Anisotropic filtering 4x
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/// </summary>
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Anisotropic4X,
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/// <summary>
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/// Anisotropic filtering 8x
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/// </summary>
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Anisotropic8X,
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/// <summary>
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/// Anisotropic filtering 16x
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/// </summary>
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Anisotropic16X,
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}
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/// <summary>
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/// Texture parameters: wrap mode
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/// </summary>
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public enum TextureWrap
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{
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/// <summary>
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/// Repeats texture in tiled mode
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/// </summary>
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Repeat = 0,
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/// <summary>
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/// Clamps texture to edge pixel in tiled mode
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/// </summary>
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Clamp,
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/// <summary>
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/// Mirrors and repeats the texture in tiled mode
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/// </summary>
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MirrorRepeat,
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/// <summary>
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/// Mirrors and clamps to border the texture in tiled mode
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/// </summary>
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MirrorClamp
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}
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/// <summary>
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/// Cubemap layouts
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/// </summary>
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public enum CubemapLayout
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{
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/// <summary>
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/// Automatically detect layout type
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/// </summary>
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AutoDetect = 0,
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/// <summary>
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/// Layout is defined by a vertical line with faces
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/// </summary>
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LineVertical,
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/// <summary>
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/// Layout is defined by a horizontal line with faces
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/// </summary>
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LineHorizontal,
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/// <summary>
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/// Layout is defined by a 3x4 cross with cubemap faces
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/// </summary>
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CrossThreeByFour,
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/// <summary>
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/// Layout is defined by a 4x3 cross with cubemap faces
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/// </summary>
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CrossFourByThree
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}
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/// <summary>
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/// Texture2D type<br/>
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/// NOTE: Data stored in GPU memory
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Texture2D
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{
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/// <summary>
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/// OpenGL texture id
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/// </summary>
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public uint Id;
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/// <summary>
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/// Texture base width
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/// </summary>
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public int Width;
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/// <summary>
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/// Texture base height
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/// </summary>
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public int Height;
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/// <summary>
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/// Mipmap levels, 1 by default
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/// </summary>
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public int Mipmaps;
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/// <summary>
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/// Data format (PixelFormat type)
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/// </summary>
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public PixelFormat Format;
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/// <summary>
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/// Get width and height packed in a Vector2
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/// </summary>
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public readonly Vector2 Dimensions => new Vector2(Width, Height);
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}
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