* 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')
186 lines
6.2 KiB
C#
186 lines
6.2 KiB
C#
/*******************************************************************************************
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*
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* raylib [shapes] example - lines drawing
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 5.6
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*
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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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) 2025 Robin (@RobinsAviary)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath;
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namespace Examples.Shapes;
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public partial class LinesDrawing : 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 => "Shapes / Lines Drawing";
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public string Title => "raylib [shapes] example - lines drawing";
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// Hint text that shows before you click the screen
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private bool startText;
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// The mouse's position on the previous frame
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private Vector2 mousePositionPrevious;
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// The canvas to draw lines on
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private RenderTexture2D canvas;
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// The line's thickness
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private float lineThickness;
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// The lines hue (in HSV, from 0-360)
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private float lineHue;
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public void Init()
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{
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// Hint text that shows before you click the screen
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startText = true;
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// The mouse's position on the previous frame
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mousePositionPrevious = GetMousePosition();
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// The canvas to draw lines on
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canvas = LoadRenderTexture(screenWidth, screenHeight);
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// The line's thickness
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lineThickness = 8.0f;
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// The lines hue (in HSV, from 0-360)
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lineHue = 0.0f;
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// Clear the canvas to the background color
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BeginTextureMode(canvas);
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ClearBackground(Color.RayWhite);
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EndTextureMode();
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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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// Disable the hint text once the user clicks
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if (IsMouseButtonPressed(MouseButton.Left) && startText)
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{
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startText = false;
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}
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// Clear the canvas when the user middle-clicks
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if (IsMouseButtonPressed(MouseButton.Middle))
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{
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BeginTextureMode(canvas);
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ClearBackground(Color.RayWhite);
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EndTextureMode();
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}
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// Store whether the left and right buttons are down
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bool leftButtonDown = IsMouseButtonDown(MouseButton.Left);
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bool rightButtonDown = IsMouseButtonDown(MouseButton.Right);
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if (leftButtonDown || rightButtonDown)
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{
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// The color for the line
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Color drawColor = Color.White;
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if (leftButtonDown)
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{
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// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
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lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition()) / 3.0f;
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// While the hue is >=360, subtract it to bring it down into the range 0-360
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// This is more visually accurate than resetting to zero
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while (lineHue >= 360.0f)
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{
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lineHue -= 360.0f;
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}
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// Create the final color
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drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
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}
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else if (rightButtonDown)
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{
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drawColor = Color.RayWhite; // Use the background color as an "eraser"
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}
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// Draw the line onto the canvas
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BeginTextureMode(canvas);
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// Circles act as "caps", smoothing corners
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DrawCircleV(mousePositionPrevious, lineThickness / 2.0f, drawColor);
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DrawCircleV(GetMousePosition(), lineThickness / 2.0f, drawColor);
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DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
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EndTextureMode();
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}
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// Update line thickness based on mousewheel
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lineThickness += GetMouseWheelMove();
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lineThickness = Clamp(lineThickness, 1.0f, 500.0f);
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// Update mouse's previous position
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mousePositionPrevious = GetMousePosition();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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// Draw the render texture to the screen, flipped vertically to make it appear top-side up
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DrawTextureRec(canvas.Texture, new Rectangle(0.0f, 0.0f, (float)canvas.Texture.Width, (float)-canvas.Texture.Height), Vector2Zero(), Color.White);
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// Draw the preview circle
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if (!leftButtonDown)
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{
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DrawCircleLinesV(GetMousePosition(), lineThickness / 2.0f, new Color(127, 127, 127, 127));
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}
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// Draw the hint text
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if (startText)
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{
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DrawText("try clicking and dragging!", 275, 215, 20, Color.LightGray);
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}
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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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UnloadRenderTexture(canvas); // Unload the canvas render texture
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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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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new LinesDrawing();
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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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}
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