Added new example: text_font_sdf
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@ -390,6 +390,7 @@ EXAMPLES = \
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text/text_ttf_loading \
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text/text_ttf_loading \
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text/text_bmfont_unordered \
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text/text_bmfont_unordered \
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text/text_input_box \
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text/text_input_box \
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text/text_font_sdf \
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models/models_geometric_shapes \
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models/models_geometric_shapes \
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models/models_box_collisions \
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models/models_box_collisions \
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models/models_billboard \
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models/models_billboard \
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BIN
examples/text/resources/AnonymousPro-Bold.ttf
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examples/text/resources/AnonymousPro-Bold.ttf
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94
examples/text/resources/AnonymousPro_OFL.txt
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examples/text/resources/AnonymousPro_OFL.txt
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Copyright (c) 2009, Mark Simonson (http://www.ms-studio.com, mark@marksimonson.com),
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with Reserved Font Name Anonymous Pro.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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26
examples/text/resources/shaders/sdf.fs
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examples/text/resources/shaders/sdf.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const float smoothing = 1.0/16.0;
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void main()
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{
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// Texel color fetching from texture sampler
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// NOTE: Calculate alpha using signed distance field (SDF)
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float distance = texture(texture0, fragTexCoord).a;
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float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
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// Calculate final fragment color
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finalColor = vec4(fragColor.rgb, fragColor.a*alpha);
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}
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123
examples/text/text_font_sdf.c
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examples/text/text_font_sdf.c
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/*******************************************************************************************
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*
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* raylib [text] example - TTF loading and usage
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*
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* This example has been created using raylib 1.3.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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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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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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Font fontDefault = { 0 };
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fontDefault.baseSize = 16;
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fontDefault.charsCount = 95;
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// Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array)
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fontDefault.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, 0, 95, false);
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// Parameters > chars count: 95, font size: 16, chars padding in image: 4 px, pack method: 0 (default)
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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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// NOTE: SDF chars data is generated with LoadFontData(), it's just a bool option
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Font fontSDF = { 0 };
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fontSDF.baseSize = 16;
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fontSDF.charsCount = 95;
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// Parameters > font size: 16, no chars array provided (0), chars count: 0 (defaults to 95)
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fontSDF.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, 0, 0, true);
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// Parameters > chars count: 95, font size: 16, chars padding in image: 0 px, pack method: 1 (Skyline algorythm)
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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, "resources/shaders/sdf.fs");
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SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
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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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// 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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{
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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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DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY);
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DrawText(FormatText("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY);
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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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// De-Initialization
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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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BIN
examples/text/text_font_sdf.png
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examples/text/text_font_sdf.png
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