Reorder function
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12e7be63f7
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1 changed files with 25 additions and 25 deletions
50
src/text.c
50
src/text.c
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@ -838,30 +838,6 @@ void DrawText(const char *text, int posX, int posY, int fontSize, Color color)
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}
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}
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}
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}
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// Draw one character (codepoint)
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void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint)
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{
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// Character index position in sprite font
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// NOTE: In case a codepoint is not available in the font, index returned points to '?'
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int index = GetGlyphIndex(font, codepoint);
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float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor
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// Character destination rectangle on screen
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// NOTE: We consider charsPadding on drawing
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Rectangle dstRec = { position.x + font.chars[index].offsetX*scaleFactor - (float)font.charsPadding*scaleFactor,
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position.y + font.chars[index].offsetY*scaleFactor - (float)font.charsPadding*scaleFactor,
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(font.recs[index].width + 2.0f*font.charsPadding)*scaleFactor,
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(font.recs[index].height + 2.0f*font.charsPadding)*scaleFactor };
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// Character source rectangle from font texture atlas
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// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
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Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding,
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font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
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// Draw the character texture on the screen
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DrawTexturePro(font.texture, srcRec, dstRec, (Vector2){ 0, 0 }, 0.0f, tint);
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}
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// Draw text using Font
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// Draw text using Font
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// NOTE: chars spacing is NOT proportional to fontSize
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// NOTE: chars spacing is NOT proportional to fontSize
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void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint)
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void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint)
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@ -915,7 +891,7 @@ void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, flo
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// Draw text using font inside rectangle limits with support for text selection
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// Draw text using font inside rectangle limits with support for text selection
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void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
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void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
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{
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{
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int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
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int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
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int textOffsetY = 0; // Offset between lines (on line break '\n')
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int textOffsetY = 0; // Offset between lines (on line break '\n')
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float textOffsetX = 0.0f; // Offset X to next character to draw
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float textOffsetX = 0.0f; // Offset X to next character to draw
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@ -1043,6 +1019,30 @@ void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, f
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}
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}
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}
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}
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// Draw one character (codepoint)
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void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint)
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{
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// Character index position in sprite font
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// NOTE: In case a codepoint is not available in the font, index returned points to '?'
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int index = GetGlyphIndex(font, codepoint);
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float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor
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// Character destination rectangle on screen
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// NOTE: We consider charsPadding on drawing
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Rectangle dstRec = { position.x + font.chars[index].offsetX*scaleFactor - (float)font.charsPadding*scaleFactor,
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position.y + font.chars[index].offsetY*scaleFactor - (float)font.charsPadding*scaleFactor,
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(font.recs[index].width + 2.0f*font.charsPadding)*scaleFactor,
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(font.recs[index].height + 2.0f*font.charsPadding)*scaleFactor };
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// Character source rectangle from font texture atlas
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// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
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Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding,
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font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
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// Draw the character texture on the screen
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DrawTexturePro(font.texture, srcRec, dstRec, (Vector2){ 0, 0 }, 0.0f, tint);
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}
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// Measure string width for default font
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// Measure string width for default font
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int MeasureText(const char *text, int fontSize)
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int MeasureText(const char *text, int fontSize)
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{
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{
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