mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-09-09 03:01:41 -04:00
101 lines
3.9 KiB
C#
101 lines
3.9 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using Raylib_cs;
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namespace Raylib_cs
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{
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/// <summary>
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/// Utility functions for parts of the api that are not easy to interact with via pinvoke.
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/// </summary>
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public static class Utils
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{
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public static string SubText(this string input, int position, int length)
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{
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return input.Substring(position, Math.Min(length, input.Length));
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}
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[DllImport(Raylib.nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static unsafe extern byte** GetDroppedFiles(int* count);
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public static unsafe string[] GetDroppedFiles()
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{
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int count;
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var buffer = GetDroppedFiles(&count);
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var files = new string[count];
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for (int i = 0; i < count; i++)
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{
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files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]);
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}
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Raylib.ClearDroppedFiles();
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return files;
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}
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public unsafe static Material GetMaterial(ref Model model, int materialIndex)
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{
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Material* materials = (Material*)model.materials.ToPointer();
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return *materials;
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}
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public unsafe static Texture2D GetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex)
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{
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Material* materials = (Material*)model.materials.ToPointer();
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MaterialMap* maps = (MaterialMap*)materials[0].maps.ToPointer();
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return maps[(int)mapIndex].texture;
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}
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public unsafe static void SetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex, ref Texture2D texture)
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{
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Material* materials = (Material*)model.materials.ToPointer();
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Raylib.SetMaterialTexture(ref materials[materialIndex], (int)mapIndex, texture);
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}
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public unsafe static void SetMaterialShader(ref Model model, int materialIndex, ref Shader shader)
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{
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Material* materials = (Material*)model.materials.ToPointer();
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materials[materialIndex].shader = shader;
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}
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public static unsafe void SetShaderValueV<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType, int count) where T : unmanaged
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{
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SetShaderValueV(shader, uniformLoc, (Span<T>)values, uniformType, count);
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}
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public static unsafe void SetShaderValueV<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType, int count) where T : unmanaged
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{
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fixed (T* valuePtr = values)
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{
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Raylib.SetShaderValueV(shader, uniformLoc, (IntPtr)valuePtr, uniformType, count);
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}
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}
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public static unsafe void SetShaderValue<T>(Shader shader, int uniformLoc, ref T value, ShaderUniformDataType uniformType, int count = 0) where T : unmanaged
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{
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fixed (T* valuePtr = &value)
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{
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Raylib.SetShaderValue(shader, uniformLoc, (IntPtr)valuePtr, uniformType);
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}
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}
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public static unsafe void SetShaderValue<T>(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType) where T : unmanaged
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{
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Raylib.SetShaderValue(shader, uniformLoc, (IntPtr)(&value), uniformType);
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}
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public static unsafe void SetShaderValue<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType) where T : unmanaged
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{
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SetShaderValue(shader, uniformLoc, (Span<T>)values, uniformType);
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}
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public static unsafe void SetShaderValue<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType) where T : unmanaged
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{
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fixed (T* valuePtr = values)
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{
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Raylib.SetShaderValue(shader, uniformLoc, (IntPtr)valuePtr, uniformType);
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}
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}
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}
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}
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