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[All] Consider wrapping raylib structs and methods into managed classes

See original GitHub issue

Before submitting a new issue, please verify and check:

  • The issue is specific to Raylib-cs and not raylib
  • I checked there is no similar issue already reported
  • My code has no errors or misuse of Raylib-cs

Issue description

I came across raylib-cpp recently and was wondering if maybe a similar approach would be good for raylib-cs



Issue screenshot


Code example

    int screenWidth = 800;
    int screenHeight = 450;

    Window window = new Window(screenWidth, screenHeight, "raylib-cs - basic window");
    Texture logo = new Texture("raylib_logo.png");


    while (!window.ShouldClose())


        var text = "Congrats! You created your first window!" 
        text.Draw(190, 200, 20, LIGHTGRAY);

        // Object methods.
            screenWidth / 2 - logo.GetWidth() / 2,
            screenHeight / 2 - logo.GetHeight() / 2);


    // UnloadTexture() and CloseWindow() are called automatically using finalizer and IDisposable.

Issue Analytics

  • State:open
  • Created a year ago
  • Reactions:1
  • Comments:18 (10 by maintainers)

github_iconTop GitHub Comments

9ParsonsBcommented, Aug 23, 2022

This would make the bindings rather opinionated and force users to write code in a specific way, potentially kneecapping non-standard/common architectures. I would suggest leaving this to downstream frameworks and libraries.

I believe we want Raylib-cs to be a direct bindings to raylib; choosing a design pattern should be left up to users.

JupiterRidercommented, Sep 3, 2022

I think getting rid of structs is not possible, because we directly use them to interop with the native raylib library. Raylib c uses structs as well.

Heres an example:

        [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
        public static extern void ClearBackground(Color color);

This is the color struct:

Raylib doesn’t support multiple windows as well:

Writing a Window class in C# would require you to use a singleton. Using finalizers doesn’t work either since dotnet core. U will have to implement IDisposable and/or use the ProcessExit event in AppDomain:

So here is an example of how this could look like:

using Raylib_cs;

public class Window : IDisposable
    private static Window? s_instance;
    private int _width, _height;
    private string _title;
    private static bool s_disposed;

    private Window(int width, int height, string title)
        Raylib.InitWindow(width, height, title);
        (_width, _height, _title) = (width, height, title);
        s_instance = this;
        //in case someone forgets to dispose
        AppDomain.CurrentDomain.ProcessExit += (s, e) => Dispose();

    public int Width { get => _width; set { _width = value; Raylib.SetWindowSize(_width, _height); } }

    public int Height { get => _height; set { _height = value; Raylib.SetWindowSize(_width, _height); } }

    public string Title { get => _title; set { _title = value; Raylib.SetWindowTitle(_title); } }

    public bool ShouldClose => Raylib.WindowShouldClose();

    public static Window Instance(int width, int height, string title)
        if (s_instance is null)
            return new(width, height, title);

        (s_instance.Width, s_instance.Height, s_instance.Title) = (width, height, title);
        return s_instance;

    public void BeginDrawing() => Raylib.BeginDrawing();

    public void EndDrawing() => Raylib.EndDrawing();

    public void ClearBackground(Color color) => Raylib.ClearBackground(color);

    public void Dispose()
        //make sure the window can only be closed once
        if (s_disposed)

        s_disposed = true;

This is the main method:

using Raylib_cs;

using Window window = Window.Instance(1280, 720, "My Game");

while (!window.ShouldClose)
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