Moved the "AudioCallback" delegate into the "AudioMixed.cs" File. Added a "Update" method to AudioStream. Added "LoadAnim" static method to Image. Added a "Update" method to Music. Explicit constructors on the "Mesh.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). Changed redundant calls on some "Draw" methods from Texture2D.
256 lines
6.3 KiB
C#
256 lines
6.3 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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public readonly CBool IsValid => Raylib.IsTextureValid(this);
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public static Texture2D Load(string fileName)
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{
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return Raylib.LoadTexture(fileName);
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}
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public static Texture2D LoadFromImage(Image image)
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{
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return Raylib.LoadTextureFromImage(image);
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}
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public static Texture2D LoadFromMemory(string fileType, byte[] fileData)
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{
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Image img = Raylib.LoadImageFromMemory(fileType, fileData);
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Texture2D texture = Raylib.LoadTextureFromImage(img);
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Raylib.UnloadImage(img);
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return texture;
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}
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public void Unload()
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{
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Raylib.UnloadTexture(this);
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}
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public void SetFilter(TextureFilter filter)
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{
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Raylib.SetTextureFilter(this, filter);
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}
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public void SetWrap(TextureWrap wrap)
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{
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Raylib.SetTextureWrap(this, wrap);
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}
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public void Update<T>(T[] pixels) where T : unmanaged
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{
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Raylib.UpdateTexture(this, pixels);
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}
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public readonly void Draw(int x, int y)
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{
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Raylib.DrawTexture(this, x, y, Color.White);
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}
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public readonly void Draw(int x, int y, Color color)
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{
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Raylib.DrawTexture(this, x, y, color);
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}
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public readonly void Draw(Vector2 position)
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{
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Raylib.DrawTextureV(this, position, Color.White);
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}
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public readonly void Draw(Vector2 position, Color color)
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{
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Raylib.DrawTextureV(this, position, color);
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}
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public readonly void Draw(Vector2 position, Vector2 origin)
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{
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Vector2 size = this.Dimensions;
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Rectangle source = new Rectangle(Vector2.Zero, size);
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Rectangle target = new Rectangle(position, size);
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Raylib.DrawTexturePro(this, source, target, origin, 0, Color.White);
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}
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public readonly void Draw(Vector2 position, Vector2 origin, Color color)
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{
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Vector2 size = this.Dimensions;
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Rectangle source = new Rectangle(Vector2.Zero, size);
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Rectangle target = new Rectangle(position, size);
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Raylib.DrawTexturePro(this, source, target, origin, 0, color);
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}
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public readonly void Draw(Vector2 position, float rotation, float scale)
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{
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Raylib.DrawTextureEx(this, position, rotation, scale, Color.White);
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}
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public readonly void Draw(Vector2 position, float rotation, float scale, Color color)
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{
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Raylib.DrawTextureEx(this, position, rotation, scale, color);
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}
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public readonly void Draw(Vector2 position, float rotation, Vector2 scale)
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{
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Draw(position, rotation, scale, Color.White);
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}
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public readonly void Draw(Vector2 position, float rotation, Vector2 scale, Color color)
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{
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Vector2 size = this.Dimensions;
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Rectangle source = new Rectangle(Vector2.Zero, size);
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Rectangle target = new Rectangle(position, size);
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target.Size *= scale;
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Raylib.DrawTexturePro(this, source, target, Vector2.Zero, rotation, color);
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}
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public readonly void Draw(Rectangle source, Rectangle dest)
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{
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Raylib.DrawTexturePro(this, source, dest, Vector2.Zero, 0, Color.White);
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}
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public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin)
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{
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Raylib.DrawTexturePro(this, source, dest, origin, 0, Color.White);
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}
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public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin, float rotation)
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{
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Raylib.DrawTexturePro(this, source, dest, origin, rotation, Color.White);
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}
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public readonly void Draw(Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color color)
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{
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Raylib.DrawTexturePro(this, source, dest, origin, rotation, color);
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}
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}
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