New example: text/codepoints_loading

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Per Hultqvist 2024-11-10 16:06:52 +01:00
parent 5e9516b94f
commit 9108b3b7b0
2 changed files with 108 additions and 0 deletions

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/*******************************************************************************************
*
* raylib [text] example - Codepoints loading
*
* Example originally created with raylib 4.2, last time updated with raylib 2.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
package main
import (
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
screenWidth = 800
screenHeight = 450
)
func main() {
rl.InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading")
// Text to be displayed, must be UTF-8 (save this code file as UTF-8)
// NOTE: It can contain all the required text for the game,
// this text will be scanned to get all the required codepoints
text := "いろはにほへと ちりぬるを\nわかよたれそ つねならむ\nうゐのおくやま けふこえて\nあさきゆめみし ゑひもせす"
// Get codepoints from text
allCodepoints := []rune(text)
// Removed duplicate codepoints to generate smaller font atlas
codepoints := CodepointRemoveDuplicates(allCodepoints)
codepointsCount := len(codepoints)
// Load font containing all the provided codepoint glyphs
// A texture font atlas is automatically generated
font := rl.LoadFontEx("resources/DotGothic16-Regular.ttf", 36, codepoints, int32(codepointsCount))
// Set bi-linear scale filter for better font scaling
rl.SetTextureFilter(font.Texture, rl.FilterBilinear)
// Set line spacing for multiline text (when line breaks are included '\n')
rl.SetTextLineSpacing(20)
showFontAtlas := false
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
// Main game loop
for !rl.WindowShouldClose() { // Detect window close button or ESC key
// Update
if rl.IsKeyPressed(rl.KeySpace) {
showFontAtlas = !showFontAtlas
}
// Draw
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.DrawRectangle(0, 0, screenWidth, 70, rl.Black)
msg := fmt.Sprintf("Total codepoints contained in provided text: %d", len(allCodepoints))
rl.DrawText(msg, 10, 10, 20, rl.Green)
msg = fmt.Sprintf("Total codepoints required for font atlas (duplicates excluded): %d", codepointsCount)
rl.DrawText(msg, 10, 40, 20, rl.Green)
if showFontAtlas {
// Draw generated font texture atlas containing provided codepoints
rl.DrawTexture(font.Texture, 150, 100, rl.Black)
rl.DrawRectangleLines(150, 100, font.Texture.Width, font.Texture.Height, rl.Black)
} else {
// Draw provided text with loaded font, containing all required codepoint glyphs
pos := rl.Vector2{
X: 160,
Y: 110,
}
rl.DrawTextEx(font, text, pos, 48, 5, rl.Black)
}
msg = "Press SPACE to toggle font atlas view!"
rl.DrawText(msg, 10, screenHeight-30, 20, rl.Gray)
rl.EndDrawing()
}
// De-Initialization
rl.UnloadFont(font) // Unload font
rl.CloseWindow() // Close window and OpenGL context
}
// CodepointRemoveDuplicates removes codepoint duplicates if requested
func CodepointRemoveDuplicates[T comparable](sliceList []T) []T {
allKeys := make(map[T]bool)
var list []T
for _, item := range sliceList {
if _, value := allKeys[item]; !value {
allKeys[item] = true
list = append(list, item)
}
}
return list
}