* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
310 lines
9.1 KiB
C#
310 lines
9.1 KiB
C#
/*******************************************************************************************
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*
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* raylib [core] example - window flags
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 3.5, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.ConfigFlags;
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namespace Examples.Core;
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[ExcludeFromBrowser("runtime window-state flags don't apply to the emscripten canvas")]
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public partial class WindowFlags : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Core / Window Flags";
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public string Title => "raylib [core] example - window flags";
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private Vector2 ballPosition;
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private Vector2 ballSpeed;
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private float ballRadius;
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private int framesCounter = 0;
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public void Init()
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{
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ballPosition = new(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
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ballSpeed = new(5.0f, 4.0f);
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ballRadius = 20;
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framesCounter = 0;
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}
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public void Update()
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{
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// Update
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//-----------------------------------------------------
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if (IsKeyPressed(KeyboardKey.F))
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{
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// modifies window size when scaling!
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ToggleFullscreen();
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}
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if (IsKeyPressed(KeyboardKey.R))
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{
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if (IsWindowState(ResizableWindow))
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{
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ClearWindowState(ResizableWindow);
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}
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else
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{
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SetWindowState(ResizableWindow);
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}
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}
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if (IsKeyPressed(KeyboardKey.D))
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{
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if (IsWindowState(UndecoratedWindow))
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{
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ClearWindowState(UndecoratedWindow);
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}
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else
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{
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SetWindowState(UndecoratedWindow);
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}
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}
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if (IsKeyPressed(KeyboardKey.H))
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{
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if (!IsWindowState(HiddenWindow))
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{
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SetWindowState(HiddenWindow);
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}
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framesCounter = 0;
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}
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if (IsWindowState(HiddenWindow))
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{
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framesCounter++;
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if (framesCounter >= 240)
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{
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// Show window after 3 seconds
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ClearWindowState(HiddenWindow);
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}
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}
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if (IsKeyPressed(KeyboardKey.N))
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{
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if (!IsWindowState(MinimizedWindow))
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{
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MinimizeWindow();
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}
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framesCounter = 0;
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}
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if (IsWindowState(MinimizedWindow))
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{
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framesCounter++;
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if (framesCounter >= 240)
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{
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// Restore window after 3 seconds
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RestoreWindow();
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}
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}
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if (IsKeyPressed(KeyboardKey.M))
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{
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// NOTE: Requires FLAG_WINDOW_RESIZABLE enabled!
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if (IsWindowState(MaximizedWindow))
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{
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RestoreWindow();
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}
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else
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{
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MaximizeWindow();
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}
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}
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if (IsKeyPressed(KeyboardKey.U))
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{
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if (IsWindowState(UnfocusedWindow))
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{
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ClearWindowState(UnfocusedWindow);
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}
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else
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{
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SetWindowState(UnfocusedWindow);
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}
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}
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if (IsKeyPressed(KeyboardKey.T))
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{
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if (IsWindowState(TopmostWindow))
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{
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ClearWindowState(TopmostWindow);
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}
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else
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{
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SetWindowState(TopmostWindow);
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}
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}
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if (IsKeyPressed(KeyboardKey.A))
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{
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if (IsWindowState(AlwaysRunWindow))
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{
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ClearWindowState(AlwaysRunWindow);
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}
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else
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{
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SetWindowState(AlwaysRunWindow);
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}
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}
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if (IsKeyPressed(KeyboardKey.V))
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{
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if (IsWindowState(VSyncHint))
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{
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ClearWindowState(VSyncHint);
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}
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else
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{
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SetWindowState(VSyncHint);
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}
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}
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if (IsKeyPressed(KeyboardKey.B))
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{
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ToggleBorderlessWindowed();
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}
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// Bouncing ball logic
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ballPosition.X += ballSpeed.X;
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ballPosition.Y += ballSpeed.Y;
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if ((ballPosition.X >= (GetScreenWidth() - ballRadius)) || (ballPosition.X <= ballRadius))
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{
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ballSpeed.X *= -1.0f;
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}
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if ((ballPosition.Y >= (GetScreenHeight() - ballRadius)) || (ballPosition.Y <= ballRadius))
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{
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ballSpeed.Y *= -1.0f;
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}
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//-----------------------------------------------------
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// Draw
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//-----------------------------------------------------
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BeginDrawing();
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if (IsWindowState(TransparentWindow))
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{
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ClearBackground(Color.Blank);
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}
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else
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{
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ClearBackground(Color.RayWhite);
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}
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DrawCircleV(ballPosition, ballRadius, Color.Maroon);
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DrawRectangleLinesEx(new Rectangle(0, 0, GetScreenWidth(), GetScreenHeight()), 4, Color.RayWhite);
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DrawCircleV(GetMousePosition(), 10, Color.DarkBlue);
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DrawFPS(10, 10);
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DrawText($"Screen Size: [{GetScreenWidth()}, {GetScreenHeight()}]", 10, 40, 10, Color.Green);
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// Draw window state info
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DrawText("Following flags can be set after window creation:", 10, 60, 10, Color.Gray);
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DrawWindowState(FullscreenMode, "[F] FLAG_FULLSCREEN_MODE: ", 10, 80, 10);
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DrawWindowState(ResizableWindow, "[R] FLAG_WINDOW_RESIZABLE: ", 10, 100, 10);
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DrawWindowState(UndecoratedWindow, "[D] FLAG_WINDOW_UNDECORATED: ", 10, 120, 10);
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DrawWindowState(HiddenWindow, "[H] FLAG_WINDOW_HIDDEN: ", 10, 140, 10);
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DrawWindowState(MinimizedWindow, "[N] FLAG_WINDOW_MINIMIZED: ", 10, 160, 10);
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DrawWindowState(MaximizedWindow, "[M] FLAG_WINDOW_MAXIMIZED: ", 10, 180, 10);
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DrawWindowState(UnfocusedWindow, "[G] FLAG_WINDOW_UNFOCUSED: ", 10, 200, 10);
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DrawWindowState(TopmostWindow, "[T] FLAG_WINDOW_TOPMOST: ", 10, 220, 10);
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DrawWindowState(AlwaysRunWindow, "[A] FLAG_WINDOW_ALWAYS_RUN: ", 10, 240, 10);
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DrawWindowState(VSyncHint, "[V] FLAG_VSYNC_HINT: ", 10, 260, 10);
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DrawWindowState(BorderlessWindowMode, "[B] FLAG_BORDERLESS_WINDOWED_MODE: ", 10, 280, 10);
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DrawText("Following flags can only be set before window creation:", 10, 320, 10, Color.Gray);
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DrawWindowState(HighDpiWindow, "FLAG_WINDOW_HIGHDPI: ", 10, 340, 10);
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DrawWindowState(TransparentWindow, "FLAG_WINDOW_TRANSPARENT: ", 10, 360, 10);
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DrawWindowState(Msaa4xHint, "FLAG_MSAA_4X_HINT: ", 10, 380, 10);
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EndDrawing();
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//-----------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//---------------------------------------------------------
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// Possible window flags
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/*
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FLAG_VSYNC_HINT
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FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling!
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FLAG_WINDOW_RESIZABLE
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FLAG_WINDOW_UNDECORATED
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FLAG_WINDOW_TRANSPARENT
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FLAG_WINDOW_HIDDEN
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FLAG_WINDOW_MINIMIZED -> Not supported on window creation
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FLAG_WINDOW_MAXIMIZED -> Not supported on window creation
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FLAG_WINDOW_UNFOCUSED
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FLAG_WINDOW_TOPMOST
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FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated
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FLAG_WINDOW_ALWAYS_RUN
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FLAG_MSAA_4X_HINT
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*/
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// Set configuration flags for window creation
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//SetConfigFlags(VSyncHint | Msaa4xHint | HighDpiWindow);// | TransparentWindow);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//----------------------------------------------------------
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var game = new WindowFlags();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//---------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//----------------------------------------------------------
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return 0;
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}
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private static void DrawWindowState(ConfigFlags flag, string text, int posX, int posY, int fontSize)
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{
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var onColor = Color.Lime;
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var offColor = Color.Maroon;
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if (Raylib.IsWindowState(flag))
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{
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DrawText($"{text}on", posX, posY, fontSize, onColor);
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}
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else
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{
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DrawText($"{text}off", posX, posY, fontSize, offColor);
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}
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}
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}
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