Review ALL examples
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96 changed files with 1301 additions and 1317 deletions
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@ -11,12 +11,12 @@
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#include "raylib.h"
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading");
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@ -25,17 +25,17 @@ int main()
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const char msg[256] = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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// BMFont (AngelCode) : Font data and image atlas have been generated using external program
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Font fontBm = LoadFont("resources/pixantiqua.fnt");
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// TTF font : Font data and atlas are generated directly from TTF
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// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
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Font fontTtf = LoadFontEx("resources/pixantiqua.ttf", 32, 0, 250);
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bool useTtf = false;
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -52,7 +52,7 @@ int main()
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("Press SPACE to use TTF generated font", 20, 20, 20, LIGHTGRAY);
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if (!useTtf)
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@ -17,17 +17,17 @@
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#define GLSL_VERSION 100
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#endif
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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const char msg[50] = "Signed Distance Fields";
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// Default font generation from TTF font
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@ -40,7 +40,7 @@ int main()
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Image atlas = GenImageFontAtlas(fontDefault.chars, 95, 16, 4, 0);
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fontDefault.texture = LoadTextureFromImage(atlas);
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UnloadImage(atlas);
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// SDF font generation from TTF font
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Font fontSDF = { 0 };
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fontSDF.baseSize = 16;
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@ -51,7 +51,7 @@ int main()
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atlas = GenImageFontAtlas(fontSDF.chars, 95, 16, 0, 1);
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fontSDF.texture = LoadTextureFromImage(atlas);
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UnloadImage(atlas);
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// Load SDF required shader (we use default vertex shader)
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
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SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
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@ -59,51 +59,51 @@ int main()
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Vector2 fontPosition = { 40, screenHeight/2 - 50 };
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Vector2 textSize = { 0.0f };
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float fontSize = 16.0f;
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int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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fontSize += GetMouseWheelMove()*8.0f;
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if (fontSize < 6) fontSize = 6;
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if (IsKeyDown(KEY_SPACE)) currentFont = 1;
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else currentFont = 0;
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if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
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else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
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fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
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fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (currentFont == 1)
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{
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// NOTE: SDF fonts require a custom SDf shader to compute fragment color
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BeginShaderMode(shader); // Activate SDF font shader
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DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, BLACK);
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EndShaderMode(); // Activate our default shader for next drawings
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DrawTexture(fontSDF.texture, 10, 10, BLACK);
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}
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else
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else
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{
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DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK);
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DrawTexture(fontDefault.texture, 10, 10, BLACK);
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}
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if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
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else DrawText("default font", 315, 40, 30, GRAY);
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DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
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DrawText("PRESS SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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//--------------------------------------------------------------------------------------
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UnloadFont(fontDefault); // Default font unloading
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UnloadFont(fontSDF); // SDF font unloading
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UnloadShader(shader); // Unload SDF shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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#include "raylib.h"
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting");
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int hiscore = 200450;
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int lives = 5;
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -13,12 +13,12 @@
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#define MAX_INPUT_CHARS 9
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - input box");
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int framesCounter = 0;
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -40,27 +40,27 @@ int main()
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//----------------------------------------------------------------------------------
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if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
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else mouseOnText = false;
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if (mouseOnText)
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{
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int key = GetKeyPressed();
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// NOTE: Only allow keys in range [32..125]
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if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
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{
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name[letterCount] = (char)key;
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letterCount++;
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}
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if (IsKeyPressed(KEY_BACKSPACE))
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{
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letterCount--;
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name[letterCount] = '\0';
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if (letterCount < 0) letterCount = 0;
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}
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}
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if (mouseOnText) framesCounter++;
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else framesCounter = 0;
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
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DrawRectangleRec(textBox, LIGHTGRAY);
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if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
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else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
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DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
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DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
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if (mouseOnText)
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}
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else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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#define MAX_FONTS 8
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Font fonts[MAX_FONTS];
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fonts[0] = LoadFont("resources/fonts/alagard.png");
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fonts[1] = LoadFont("resources/fonts/pixelplay.png");
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fonts[2] = LoadFont("resources/fonts/mecha.png");
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fonts[5] = LoadFont("resources/fonts/pixantiqua.png");
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fonts[6] = LoadFont("resources/fonts/alpha_beta.png");
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fonts[7] = LoadFont("resources/fonts/jupiter_crash.png");
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const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
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const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
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"PIXELPLAY FONT designed by Aleksander Shevchuk",
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"MECHA FONT designed by Captain Falcon",
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"SETBACK FONT designed by Brian Kent (AEnigma)",
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"ROMULUS FONT designed by Hewett Tsoi",
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"MECHA FONT designed by Captain Falcon",
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"SETBACK FONT designed by Brian Kent (AEnigma)",
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"ROMULUS FONT designed by Hewett Tsoi",
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"PIXANTIQUA FONT designed by Gerhard Grossmann",
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"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
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"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
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const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
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Vector2 positions[MAX_FONTS];
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for (int i = 0; i < MAX_FONTS; i++)
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{
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positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
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positions[i].y = 60 + fonts[i].baseSize + 45*i;
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}
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// Small Y position corrections
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positions[3].y += 8;
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positions[4].y += 2;
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positions[7].y -= 8;
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Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
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DrawLine(220, 50, 590, 50, DARKGRAY);
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for (int i = 0; i < MAX_FONTS; i++)
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{
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DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Fonts unloading
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for (int i = 0; i < MAX_FONTS; i++) UnloadFont(fonts[i]);
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#include "raylib.h"
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int main()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
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char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
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a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
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tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
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a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
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tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
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bool resizing = false;
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bool wordWrap = true;
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Rectangle container = { 25, 25, screenWidth - 50, screenHeight - 250};
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Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
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// Minimum width and heigh for the container rectangle
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const int minWidth = 60;
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const int minHeight = 60;
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const int minHeight = 60;
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const int maxWidth = screenWidth - 50;
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const int maxHeight = screenHeight - 160;
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Vector2 lastMouse = { 0, 0 }; // Stores last mouse coordinates
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Color borderColor = MAROON; // Container border color
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Font font = GetFontDefault(); // Get default system font
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE)) wordWrap = !wordWrap;
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Vector2 mouse = GetMousePosition();
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// Check if the mouse is inside the container and toggle border color
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if (CheckCollisionPointRec(mouse, container)) borderColor = Fade(MAROON, 0.4f);
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else if (!resizing) borderColor = MAROON;
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// Container resizing logic
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if (resizing)
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if (resizing)
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{
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false;
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int width = container.width + (mouse.x - lastMouse.x);
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container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
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int height = container.height + (mouse.y - lastMouse.y);
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container.height = (height > minHeight)? ((height < maxHeight)? height : maxHeight) : minHeight;
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}
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else
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}
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else
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{
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// Check if we're resizing
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
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}
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// Move resizer rectangle properly
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resizer.x = container.x + container.width - 17;
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resizer.y = container.y + container.height - 17;
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lastMouse = mouse; // Update mouse
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//----------------------------------------------------------------------------------
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ClearBackground(RAYWHITE);
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DrawRectangleLinesEx(container, 3, borderColor); // Draw container border
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// Draw text in container (add some padding)
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DrawTextRec(font, text,
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(Rectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 },
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DrawTextRec(font, text,
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(Rectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 },
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20.0f, 2.0f, wordWrap, GRAY);
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DrawRectangleRec(resizer, borderColor); // Draw the resize box
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DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
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DrawText("Click hold & drag the to resize the container", 155, screenHeight - 38, 20, RAYWHITE);
|
||||
DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -11,12 +11,12 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage");
|
||||
|
||||
|
@ -40,6 +40,7 @@ int main()
|
|||
fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
|
||||
fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
|
|
@ -11,22 +11,22 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading");
|
||||
|
||||
|
||||
const char msg[50] = "TTF Font";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
|
||||
// TTF Font loading with custom generation parameters
|
||||
Font font = LoadFontEx("resources/KAISG.ttf", 96, 0, 0);
|
||||
|
||||
|
||||
// Generate mipmap levels to use trilinear filtering
|
||||
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
|
||||
GenTextureMipmaps(&font.texture);
|
||||
|
@ -35,25 +35,20 @@ int main()
|
|||
Vector2 fontPosition = { 40, screenHeight/2 - 80 };
|
||||
Vector2 textSize;
|
||||
|
||||
// Setup texture scaling filter
|
||||
SetTextureFilter(font.texture, FILTER_POINT);
|
||||
int currentFontFilter = 0; // FILTER_POINT
|
||||
|
||||
// NOTE: Drag and drop support only available for desktop platforms: Windows, Linux, OSX
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
int count = 0;
|
||||
char **droppedFiles;
|
||||
#endif
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
fontSize += GetMouseWheelMove()*4.0f;
|
||||
|
||||
|
||||
// Choose font texture filter method
|
||||
if (IsKeyPressed(KEY_ONE))
|
||||
{
|
||||
|
@ -71,18 +66,18 @@ int main()
|
|||
SetTextureFilter(font.texture, FILTER_TRILINEAR);
|
||||
currentFontFilter = 2;
|
||||
}
|
||||
|
||||
|
||||
textSize = MeasureTextEx(font, msg, fontSize, 0);
|
||||
|
||||
|
||||
if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10;
|
||||
else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10;
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
|
||||
// Load a dropped TTF file dynamically (at current fontSize)
|
||||
if (IsFileDropped())
|
||||
{
|
||||
droppedFiles = GetDroppedFiles(&count);
|
||||
|
||||
int count = 0;
|
||||
char **droppedFiles = GetDroppedFiles(&count);
|
||||
|
||||
if (count == 1) // Only support one ttf file dropped
|
||||
{
|
||||
UnloadFont(font);
|
||||
|
@ -90,47 +85,45 @@ int main()
|
|||
ClearDroppedFiles();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY);
|
||||
DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY);
|
||||
DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY);
|
||||
DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY);
|
||||
|
||||
DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK);
|
||||
|
||||
|
||||
// TODO: It seems texSize measurement is not accurate due to chars offsets...
|
||||
//DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
|
||||
|
||||
|
||||
DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
|
||||
DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY);
|
||||
DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
|
||||
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY);
|
||||
|
||||
|
||||
if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK);
|
||||
else if (currentFontFilter == 1) DrawText("BILINEAR", 570, 400, 20, BLACK);
|
||||
else if (currentFontFilter == 2) DrawText("TRILINEAR", 570, 400, 20, BLACK);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
ClearDroppedFiles(); // Clear internal buffers
|
||||
#endif
|
||||
UnloadFont(font); // Font unloading
|
||||
|
||||
|
||||
UnloadFont(font); // Font unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -139,15 +139,12 @@ static void RandomizeEmoji(void); // Fills the emoji array with random emojis
|
|||
// Arrays that holds the random emojis
|
||||
struct {
|
||||
int index; // Index inside `emojiCodepoints`
|
||||
int message; // Message index
|
||||
int message; // Message index
|
||||
Color color; // Emoji color
|
||||
} emoji[EMOJI_PER_WIDTH*EMOJI_PER_HEIGHT] = { 0 };
|
||||
|
||||
static int hovered = -1, selected = -1;
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//--------------------------------------------------------------------------------------
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
// Initialization
|
||||
|
@ -159,23 +156,23 @@ int main(int argc, char **argv)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode");
|
||||
|
||||
// Load the font resources
|
||||
// NOTE: fontAsian is for asian languages,
|
||||
// fontEmoji is the emojis and fontDefault is used for everything else
|
||||
// NOTE: fontAsian is for asian languages,
|
||||
// fontEmoji is the emojis and fontDefault is used for everything else
|
||||
Font fontDefault = LoadFont("resources/dejavu.fnt");
|
||||
Font fontAsian = LoadFont("resources/notoCJK.fnt");
|
||||
Font fontEmoji = LoadFont("resources/emoji.fnt");
|
||||
|
||||
|
||||
Vector2 hoveredPos = { 0.0f, 0.0f };
|
||||
Vector2 selectedPos = { 0.0f, 0.0f };
|
||||
|
||||
// Set a random set of emojis when starting up
|
||||
RandomizeEmoji();
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Main loop
|
||||
while (!WindowShouldClose())
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -189,89 +186,89 @@ int main(int argc, char **argv)
|
|||
selectedPos = hoveredPos;
|
||||
SetClipboardText(messages[emoji[selected].message].text);
|
||||
}
|
||||
|
||||
|
||||
Vector2 mouse = GetMousePosition();
|
||||
Vector2 pos = { 28.8f, 10.0f };
|
||||
hovered = -1;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
// Draw random emojis in the background
|
||||
//------------------------------------------------------------------------------
|
||||
for (int i = 0; i < SIZEOF(emoji); ++i)
|
||||
{
|
||||
const char *txt = &emojiCodepoints[emoji[i].index];
|
||||
Rectangle emojiRect = { pos.x, pos.y, fontEmoji.baseSize, fontEmoji.baseSize };
|
||||
|
||||
|
||||
if (!CheckCollisionPointRec(mouse, emojiRect))
|
||||
{
|
||||
DrawTextEx(fontEmoji, txt, pos, fontEmoji.baseSize, 1.0, selected == i ? emoji[i].color : Fade(LIGHTGRAY, 0.4f));
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
DrawTextEx(fontEmoji, txt, pos, fontEmoji.baseSize, 1.0, emoji[i].color );
|
||||
hovered = i;
|
||||
hoveredPos = pos;
|
||||
}
|
||||
|
||||
|
||||
if ((i != 0) && (i%EMOJI_PER_WIDTH == 0)) { pos.y += fontEmoji.baseSize + 24.25f; pos.x = 28.8f; }
|
||||
else pos.x += fontEmoji.baseSize + 28.8f;
|
||||
}
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw the message when a emoji is selected
|
||||
//------------------------------------------------------------------------------
|
||||
if (selected != -1)
|
||||
if (selected != -1)
|
||||
{
|
||||
const int message = emoji[selected].message;
|
||||
const int horizontalPadding = 20, verticalPadding = 30;
|
||||
Font *font = &fontDefault;
|
||||
|
||||
|
||||
// Set correct font for asian languages
|
||||
if (TextIsEqual(messages[message].language, "Chinese") ||
|
||||
TextIsEqual(messages[message].language, "Korean") ||
|
||||
if (TextIsEqual(messages[message].language, "Chinese") ||
|
||||
TextIsEqual(messages[message].language, "Korean") ||
|
||||
TextIsEqual(messages[message].language, "Japanese")) font = &fontAsian;
|
||||
|
||||
|
||||
// Calculate size for the message box (approximate the height and width)
|
||||
Vector2 sz = MeasureTextEx(*font, messages[message].text, font->baseSize, 1.0f);
|
||||
if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; }
|
||||
if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; }
|
||||
else if (sz.x < 160) sz.x = 160;
|
||||
|
||||
|
||||
Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2 * horizontalPadding + sz.x, 2 * verticalPadding + sz.y };
|
||||
msgRect.y -= msgRect.height;
|
||||
|
||||
|
||||
// Coordinates for the chat bubble triangle
|
||||
Vector2 a = { selectedPos.x, msgRect.y + msgRect.height }, b = {a.x + 8, a.y + 10}, c= { a.x + 10, a.y };
|
||||
|
||||
|
||||
// Don't go outside the screen
|
||||
if (msgRect.x < 10) msgRect.x += 28;
|
||||
if (msgRect.y < 10)
|
||||
if (msgRect.y < 10)
|
||||
{
|
||||
msgRect.y = selectedPos.y + 84;
|
||||
a.y = msgRect.y;
|
||||
c.y = a.y;
|
||||
b.y = a.y - 10;
|
||||
|
||||
|
||||
// Swap values so we can actually render the triangle :(
|
||||
Vector2 tmp = a;
|
||||
a = b;
|
||||
b = tmp;
|
||||
}
|
||||
if (msgRect.x + msgRect.width > screenWidth) msgRect.x -= (msgRect.x + msgRect.width) - screenWidth + 10;
|
||||
|
||||
|
||||
// Draw chat bubble
|
||||
DrawRectangleRec(msgRect, emoji[selected].color);
|
||||
DrawTriangle(a, b, c, emoji[selected].color);
|
||||
|
||||
|
||||
// Draw the main text message
|
||||
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
DrawTextRec(*font, messages[message].text, textRect, font->baseSize, 1.0f, true, WHITE);
|
||||
|
||||
|
||||
// Draw the info text below the main message
|
||||
int size = strlen(messages[message].text);
|
||||
unsigned int len = TextCountCodepoints(messages[message].text);
|
||||
|
@ -281,25 +278,25 @@ int main(int argc, char **argv)
|
|||
DrawText(info, pos.x, pos.y, 10, RAYWHITE);
|
||||
}
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw the info text
|
||||
DrawText("These emojis have something to tell you, click each to find out!", (screenWidth - 650)/2, screenHeight - 40, 20, GRAY);
|
||||
DrawText("Each emoji is a unicode character from a font, not a texture... Press [SPACEBAR] to refresh", (screenWidth - 484)/2, screenHeight - 16, 10, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadFont(fontDefault); // Unload font resource
|
||||
UnloadFont(fontAsian); // Unload font resource
|
||||
UnloadFont(fontEmoji); // Unload font resource
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Fills the emoji array with random emoji (only those emojis present in fontEmoji)
|
||||
|
@ -307,16 +304,16 @@ static void RandomizeEmoji(void)
|
|||
{
|
||||
hovered = selected = -1;
|
||||
int start = GetRandomValue(45, 360);
|
||||
|
||||
|
||||
for (int i = 0; i < SIZEOF(emoji); ++i)
|
||||
{
|
||||
// 0-179 emoji codepoints (from emoji char array) each 4bytes + null char
|
||||
emoji[i].index = GetRandomValue(0, 179)*5;
|
||||
|
||||
|
||||
// Generate a random color for this emoji
|
||||
Vector3 hsv = {(start*(i + 1))%360, 0.6f, 0.85f};
|
||||
emoji[i].color = Fade(ColorFromHSV(hsv), 0.8f);
|
||||
|
||||
|
||||
// Set a random message for this emoji
|
||||
emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1);
|
||||
}
|
||||
|
|
|
@ -11,20 +11,20 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim");
|
||||
|
||||
|
||||
const char message[128] = "This sample illustrates a text writing\nanimation effect! Check it out! ;)";
|
||||
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -34,7 +34,7 @@ int main()
|
|||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_SPACE)) framesCounter += 8;
|
||||
else framesCounter++;
|
||||
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) framesCounter = 0;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
@ -45,7 +45,7 @@ int main()
|
|||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(TextSubtext(message, 0, framesCounter/10), 210, 160, 20, MAROON);
|
||||
|
||||
|
||||
DrawText("PRESS [ENTER] to RESTART!", 240, 260, 20, LIGHTGRAY);
|
||||
DrawText("PRESS [SPACE] to SPEED UP!", 239, 300, 20, LIGHTGRAY);
|
||||
|
||||
|
@ -54,7 +54,7 @@ int main()
|
|||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue