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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-09-09 03:01:41 -04:00
Files
raylib-cs/Raylib-cs/Raylib.Utils.cs

289 lines
8.9 KiB
C#

using System;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Raylib_cs
{
/// <summary>
/// Utility functions for parts of the api that are not easy to interact with via pinvoke.
/// </summary>
public static unsafe partial class Raylib
{
public static void InitWindow(int width, int height, Utf8String title)
{
fixed (byte* p = title)
{
InitWindow(width, height, p);
}
}
public static void SetWindowTitle(Utf8String title)
{
fixed (byte* p = title)
{
SetWindowTitle(p);
}
}
/// <summary>Get the human-readable, UTF-8 encoded name of the primary monitor</summary>
public static Utf8String GetMonitorName_(int monitor)
{
return Utf8String.FromPtr(GetMonitorName(monitor));
}
/// <summary>Get clipboard text content</summary>
public static Utf8String GetClipboardText_()
{
return Utf8String.FromPtr(GetClipboardText());
}
public static void SetClipboardText(Utf8String text)
{
fixed (byte* p = text)
{
SetClipboardText(p);
}
}
/// <summary>Set custom trace log</summary>
public static void SetTraceLogCallback_(TraceLogCallback callback)
{
SetTraceLogCallback(callback);
traceLogCallback = callback;
}
/// <summary>Return gamepad internal name id</summary>
public static Utf8String GetGamepadName_(int gamepad)
{
return Utf8String.FromPtr(GetGamepadName(gamepad));
}
public static void ImageDrawText(ref Image dst, Utf8String text, int x, int y, int fontSize, Color color)
{
fixed (byte* p = text)
{
fixed (Image* i = &dst)
{
ImageDrawText(i, p, x, y, fontSize, color);
}
}
}
public static void DrawText(Utf8String text, int posX, int posY, int fontSize, Color color)
{
fixed (byte* p = text)
{
DrawText(p, posX, posY, fontSize, color);
}
}
public static void DrawTextEx(Font font, Utf8String text, Vector2 position, float fontSize, float spacing, Color tint)
{
fixed (byte* p = text)
{
DrawTextEx(font, p, position, fontSize, spacing, tint);
}
}
public static void DrawTextPro(Font font, Utf8String text, Vector2 position, float fontSize, float spacing, Color tint)
{
fixed (byte* p = text)
{
DrawTextEx(font, p, position, fontSize, spacing, tint);
}
}
public static int MeasureText(Utf8String text, int fontSize)
{
fixed (byte* p = text)
{
return MeasureText(p, fontSize);
}
}
public static Vector2 MeasureTextEx(Font font, Utf8String text, float fontSize, float spacing)
{
fixed (byte* p = text)
{
return MeasureTextEx(font, p, fontSize, spacing);
}
}
public static void TextAppend(Utf8String text, Utf8String append, int position)
{
fixed (byte* p1 = text)
{
fixed (byte* p2 = append)
{
TextAppend(p1, p2, &position);
}
}
}
public static Utf8String TextToPascal(Utf8String text)
{
fixed (byte* p1 = text)
{
return Utf8String.FromPtr(TextToPascal(p1));
}
}
public static int TextToInteger(Utf8String text)
{
fixed (byte* p1 = text)
{
return TextToInteger(p1);
}
}
public static int[] LoadCodepoints(Utf8String text, ref int count)
{
fixed (byte* p1 = text)
{
fixed (int* c = &count)
{
var pointsPtr = LoadCodepoints(p1, c);
var codepoints = new ReadOnlySpan<int>(pointsPtr, count).ToArray();
UnloadCodepoints(pointsPtr);
return codepoints;
}
}
}
public static int GetCodepointCount(Utf8String text)
{
fixed (byte* p1 = text)
{
return GetCodepointCount(p1);
}
}
/// <summary>Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure</summary>
/// <returns>single codepoint / "char"</returns>
public static int GetCodepoint(Utf8String text, ref int bytesProcessed)
{
fixed (byte* p1 = text)
{
// this probably wont work
fixed (int* p = &bytesProcessed)
{
return GetCodepoint(p1, p);
}
}
}
public static Utf8String CodepointToUTF8(int codepoint, ref int byteSize)
{
fixed (int* l1 = &byteSize)
{
var ptr = CodepointToUTF8(codepoint, l1);
return Utf8String.FromPtr(ptr);
}
}
public static Utf8String TextCodepointsToUTF8(int[] codepoints, int length)
{
fixed (int* c1 = codepoints)
{
var ptr = TextCodepointsToUTF8(c1, length);
return Utf8String.FromPtr(ptr);
}
}
public static ReadOnlySpan<ModelAnimation> LoadModelAnimations(Utf8String fileName, ref int animsCount)
{
fixed (byte* p1 = fileName)
{
fixed (int* p2 = &animsCount)
{
var model = LoadModelAnimations(p1, p2);
if ((IntPtr)model == IntPtr.Zero)
{
throw new ApplicationException("Failed to load animation");
}
return new ReadOnlySpan<ModelAnimation>(model, animsCount);
}
}
}
public static string SubText(this string input, int position, int length)
{
return input.Substring(position, Math.Min(length, input.Length));
}
public static string[] GetDroppedFiles()
{
int count;
var buffer = GetDroppedFiles(&count);
var files = new string[count];
for (var i = 0; i < count; i++)
{
files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]);
}
ClearDroppedFiles();
return files;
}
public static Material GetMaterial(ref Model model, int materialIndex)
{
return model.materials[materialIndex];
}
public static Texture2D GetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex)
{
return model.materials[materialIndex].maps[(int)mapIndex].texture;
}
public static void SetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex, ref Texture2D texture)
{
SetMaterialTexture(ref model.materials[materialIndex], (int)mapIndex, texture);
}
public static void SetMaterialShader(ref Model model, int materialIndex, ref Shader shader)
{
model.materials[materialIndex].shader = shader;
}
public static void SetShaderValueV<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType, int count)
where T : unmanaged
{
SetShaderValueV(shader, uniformLoc, (Span<T>)values, uniformType, count);
}
public static void SetShaderValueV<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType, int count)
where T : unmanaged
{
fixed (T* valuePtr = values)
{
SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count);
}
}
public static void SetShaderValue<T>(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType)
where T : unmanaged
{
SetShaderValue(shader, uniformLoc, &value, uniformType);
}
public static void SetShaderValue<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType)
where T : unmanaged
{
SetShaderValue(shader, uniformLoc, (Span<T>)values, uniformType);
}
public static void SetShaderValue<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType)
where T : unmanaged
{
fixed (T* valuePtr = values)
{
SetShaderValue(shader, uniformLoc, valuePtr, uniformType);
}
}
}
}