Refactor SpriteFont struct
Now it uses CharInfo data, this way, it's better aligned with the future RRES file format data layout for sprite font characters.
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10 changed files with 164 additions and 144 deletions
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@ -41,7 +41,7 @@ int main()
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const char text[50] = "THIS is THE FONT you SELECTED!"; // Main text
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Vector2 textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
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Vector2 textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
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Vector2 mousePoint;
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@ -118,7 +118,7 @@ int main()
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}
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// Text measurement for better positioning on screen
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textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
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textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
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//----------------------------------------------------------------------------------
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// Draw
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@ -140,7 +140,7 @@ int main()
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DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);
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DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
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260 + (70 - textSize.y)/2 }, fonts[currentFont].size*3,
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260 + (70 - textSize.y)/2 }, fonts[currentFont].baseSize*3,
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1, colors[currentFont]);
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EndDrawing();
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