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ReadMe for csharp_imported_namespaces
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@ -171,6 +171,7 @@ csbindgen::Builder::default()
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.csharp_method_prefix("") // optional, default: ""
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.csharp_use_function_pointer(true) // optional, default: true
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.csharp_disable_emit_dll_name(false) // optional, default: false
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.csharp_imported_namespaces("MyLib") // optional, default: empty
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.csharp_dll_name_if("UNITY_IOS && !UNITY_EDITOR", "__Internal") // optional, default: ""
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.generate_csharp_file("../dotnet-sandbox/NativeMethods.cs") // required
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.unwrap();
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@ -181,6 +182,7 @@ csbindgen::Builder::default()
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```csharp
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using System;
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using System.Runtime.InteropServices;
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using {csharp_imported_namespaces};
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namespace {csharp_namespace}
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{
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@ -211,6 +213,8 @@ csbindgen::Builder::default()
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.generate_csharp_file("../dotnet-sandbox/NativeMethods.cs");
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```
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also `csharp_imported_namespaces` can call multiple times.
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### Unity Callback
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`csharp_use_function_pointer` configures how generate function pointer. The default is to generate a `delegate*`, but Unity does not support it; setting it to `false` will generate a `Func/Action` that can be used with `MonoPInvokeCallback`.
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@ -262,6 +266,7 @@ csbindgen::Builder::default()
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.csharp_entry_point_prefix("csbindgen_") // required, you must set same as rust_method_prefix
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.csharp_method_prefix("") // optional, default: ""
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.csharp_use_function_pointer(true) // optional, default: true
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.csharp_imported_namespaces("MyLib") // optional, default: empty
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.csharp_dll_name_if("UNITY_IOS && !UNITY_EDITOR", "__Internal") // optional, default: ""
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.generate_to_file("src/lz4_ffi.rs", "../dotnet-sandbox/lz4_bindgen.cs") // required
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.unwrap();
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