REVIEWED: LoadFontFromImage()
Avoid crash on wrong sprite font
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1 changed files with 8 additions and 6 deletions
14
src/rtext.c
14
src/rtext.c
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@ -364,7 +364,9 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
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#define MAX_GLYPHS_FROM_IMAGE 256 // Maximum number of glyphs supported on image scan
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#define MAX_GLYPHS_FROM_IMAGE 256 // Maximum number of glyphs supported on image scan
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#endif
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#endif
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#define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))
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#define COLOR_EQUAL(col1, col2) ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a))
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Font font = GetFontDefault();
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int charSpacing = 0;
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int charSpacing = 0;
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int lineSpacing = 0;
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int lineSpacing = 0;
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@ -374,8 +376,8 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
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// We allocate a temporal arrays for chars data measures,
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// We allocate a temporal arrays for chars data measures,
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// once we get the actual number of chars, we copy data to a sized arrays
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// once we get the actual number of chars, we copy data to a sized arrays
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int tempCharValues[MAX_GLYPHS_FROM_IMAGE];
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int tempCharValues[MAX_GLYPHS_FROM_IMAGE] = { 0 };
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Rectangle tempCharRecs[MAX_GLYPHS_FROM_IMAGE];
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Rectangle tempCharRecs[MAX_GLYPHS_FROM_IMAGE] = { 0 };
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Color *pixels = LoadImageColors(image);
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Color *pixels = LoadImageColors(image);
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@ -390,6 +392,8 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
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if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break;
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if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break;
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}
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}
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if ((x == 0) || (y == 0)) return font;
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charSpacing = x;
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charSpacing = x;
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lineSpacing = y;
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lineSpacing = y;
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@ -445,9 +449,7 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
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.mipmaps = 1
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.mipmaps = 1
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};
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};
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// Create font with all data parsed from image
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// Set font with all data parsed from image
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Font font = { 0 };
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font.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
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font.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
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font.glyphCount = index;
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font.glyphCount = index;
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font.glyphPadding = 0;
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font.glyphPadding = 0;
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