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authorRay <[email protected]>2019-05-20 16:36:42 +0200
committerRay <[email protected]>2019-05-20 16:36:42 +0200
commitb525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch)
tree08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/text
parenta43a7980a30a52462956b23f2473e8ef8f38d1fb (diff)
downloadraylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz
raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip
Review ALL examples
Diffstat (limited to 'examples/text')
-rw-r--r--examples/text/text_bmfont_ttf.c16
-rw-r--r--examples/text/text_font_sdf.c48
-rw-r--r--examples/text/text_format_text.c8
-rw-r--r--examples/text/text_input_box.c28
-rw-r--r--examples/text/text_raylib_fonts.c36
-rw-r--r--examples/text/text_rectangle_bounds.c56
-rw-r--r--examples/text/text_sprite_fonts.c7
-rw-r--r--examples/text/text_ttf_loading.c63
-rw-r--r--examples/text/text_unicode.c89
-rw-r--r--examples/text/text_writing_anim.c20
10 files changed, 182 insertions, 189 deletions
diff --git a/examples/text/text_bmfont_ttf.c b/examples/text/text_bmfont_ttf.c
index ca26b2cf..175d3f16 100644
--- a/examples/text/text_bmfont_ttf.c
+++ b/examples/text/text_bmfont_ttf.c
@@ -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 - bmfont and ttf sprite fonts loading");
@@ -25,17 +25,17 @@ int main()
const char msg[256] = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
-
+
// BMFont (AngelCode) : Font data and image atlas have been generated using external program
Font fontBm = LoadFont("resources/pixantiqua.fnt");
-
+
// TTF font : Font data and atlas are generated directly from TTF
// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
Font fontTtf = LoadFontEx("resources/pixantiqua.ttf", 32, 0, 250);
-
+
bool useTtf = false;
- SetTargetFPS(60);
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -52,7 +52,7 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
+
DrawText("Press SPACE to use TTF generated font", 20, 20, 20, LIGHTGRAY);
if (!useTtf)
diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c
index 69cff471..d3c76c4f 100644
--- a/examples/text/text_font_sdf.c
+++ b/examples/text/text_font_sdf.c
@@ -17,17 +17,17 @@
#define GLSL_VERSION 100
#endif
-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 - SDF fonts");
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
-
+
const char msg[50] = "Signed Distance Fields";
// Default font generation from TTF font
@@ -40,7 +40,7 @@ int main()
Image atlas = GenImageFontAtlas(fontDefault.chars, 95, 16, 4, 0);
fontDefault.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
-
+
// SDF font generation from TTF font
Font fontSDF = { 0 };
fontSDF.baseSize = 16;
@@ -51,7 +51,7 @@ int main()
atlas = GenImageFontAtlas(fontSDF.chars, 95, 16, 0, 1);
fontSDF.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
-
+
// Load SDF required shader (we use default vertex shader)
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
@@ -59,51 +59,51 @@ int main()
Vector2 fontPosition = { 40, screenHeight/2 - 50 };
Vector2 textSize = { 0.0f };
float fontSize = 16.0f;
- int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
+ int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
+ 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()*8.0f;
-
+
if (fontSize < 6) fontSize = 6;
-
+
if (IsKeyDown(KEY_SPACE)) currentFont = 1;
else currentFont = 0;
-
+
if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
-
+
fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
//----------------------------------------------------------------------------------
-
+
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
-
+
ClearBackground(RAYWHITE);
-
+
if (currentFont == 1)
{
// NOTE: SDF fonts require a custom SDf shader to compute fragment color
BeginShaderMode(shader); // Activate SDF font shader
DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, BLACK);
EndShaderMode(); // Activate our default shader for next drawings
-
+
DrawTexture(fontSDF.texture, 10, 10, BLACK);
}
- else
+ else
{
DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK);
DrawTexture(fontDefault.texture, 10, 10, BLACK);
}
-
+
if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
else DrawText("default font", 315, 40, 30, GRAY);
@@ -112,7 +112,7 @@ int main()
DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
DrawText("PRESS SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON);
-
+
EndDrawing();
//----------------------------------------------------------------------------------
}
@@ -121,11 +121,11 @@ int main()
//--------------------------------------------------------------------------------------
UnloadFont(fontDefault); // Default font unloading
UnloadFont(fontSDF); // SDF font unloading
-
+
UnloadShader(shader); // Unload SDF shader
-
+
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
-
+
return 0;
} \ No newline at end of file
diff --git a/examples/text/text_format_text.c b/examples/text/text_format_text.c
index ca28be74..a9f04176 100644
--- a/examples/text/text_format_text.c
+++ b/examples/text/text_format_text.c
@@ -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 - text formatting");
@@ -24,7 +24,7 @@ int main()
int hiscore = 200450;
int lives = 5;
- SetTargetFPS(60);
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/text/text_input_box.c b/examples/text/text_input_box.c
index 5f8d1c01..ea3d2992 100644
--- a/examples/text/text_input_box.c
+++ b/examples/text/text_input_box.c
@@ -13,12 +13,12 @@
#define MAX_INPUT_CHARS 9
-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 - input box");
@@ -30,7 +30,7 @@ int main()
int framesCounter = 0;
- SetTargetFPS(60);
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -40,27 +40,27 @@ int main()
//----------------------------------------------------------------------------------
if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
else mouseOnText = false;
-
+
if (mouseOnText)
{
int key = GetKeyPressed();
-
+
// NOTE: Only allow keys in range [32..125]
if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
{
name[letterCount] = (char)key;
letterCount++;
}
-
+
if (IsKeyPressed(KEY_BACKSPACE))
{
letterCount--;
name[letterCount] = '\0';
-
+
if (letterCount < 0) letterCount = 0;
}
}
-
+
if (mouseOnText) framesCounter++;
else framesCounter = 0;
//----------------------------------------------------------------------------------
@@ -70,15 +70,15 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
+
DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
DrawRectangleRec(textBox, LIGHTGRAY);
if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
-
+
DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
-
+
DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
if (mouseOnText)
@@ -90,13 +90,13 @@ int main()
}
else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
}
-
+
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
- //--------------------------------------------------------------------------------------
+ //--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/text/text_raylib_fonts.c b/examples/text/text_raylib_fonts.c
index 3c930ac2..06e63725 100644
--- a/examples/text/text_raylib_fonts.c
+++ b/examples/text/text_raylib_fonts.c
@@ -16,18 +16,18 @@
#define MAX_FONTS 8
-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 - raylib fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Font fonts[MAX_FONTS];
-
+
fonts[0] = LoadFont("resources/fonts/alagard.png");
fonts[1] = LoadFont("resources/fonts/pixelplay.png");
fonts[2] = LoadFont("resources/fonts/mecha.png");
@@ -36,32 +36,34 @@ int main()
fonts[5] = LoadFont("resources/fonts/pixantiqua.png");
fonts[6] = LoadFont("resources/fonts/alpha_beta.png");
fonts[7] = LoadFont("resources/fonts/jupiter_crash.png");
-
- const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
+
+ const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
- "MECHA FONT designed by Captain Falcon",
- "SETBACK FONT designed by Brian Kent (AEnigma)",
- "ROMULUS FONT designed by Hewett Tsoi",
+ "MECHA FONT designed by Captain Falcon",
+ "SETBACK FONT designed by Brian Kent (AEnigma)",
+ "ROMULUS FONT designed by Hewett Tsoi",
"PIXANTIQUA FONT designed by Gerhard Grossmann",
"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
-
+
const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
-
+
Vector2 positions[MAX_FONTS];
-
+
for (int i = 0; i < MAX_FONTS; i++)
{
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
positions[i].y = 60 + fonts[i].baseSize + 45*i;
}
-
+
// Small Y position corrections
positions[3].y += 8;
positions[4].y += 2;
positions[7].y -= 8;
-
+
Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -77,10 +79,10 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
+
DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
DrawLine(220, 50, 590, 50, DARKGRAY);
-
+
for (int i = 0; i < MAX_FONTS; i++)
{
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
@@ -92,7 +94,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
-
+
// Fonts unloading
for (int i = 0; i < MAX_FONTS; i++) UnloadFont(fonts[i]);
diff --git a/examples/text/text_rectangle_bounds.c b/examples/text/text_rectangle_bounds.c
index d4cd240a..5871278f 100644
--- a/examples/text/text_rectangle_bounds.c
+++ b/examples/text/text_rectangle_bounds.c
@@ -13,36 +13,36 @@
#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 - draw text inside a rectangle");
-
+
char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
- a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
- tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
-
+ a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
+ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
+
bool resizing = false;
bool wordWrap = true;
-
+
Rectangle container = { 25, 25, screenWidth - 50, screenHeight - 250};
Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
-
+
// Minimum width and heigh for the container rectangle
const int minWidth = 60;
- const int minHeight = 60;
+ const int minHeight = 60;
const int maxWidth = screenWidth - 50;
const int maxHeight = screenHeight - 160;
-
+
Vector2 lastMouse = { 0, 0 }; // Stores last mouse coordinates
Color borderColor = MAROON; // Container border color
Font font = GetFontDefault(); // Get default system font
-
- SetTargetFPS(60);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -51,34 +51,34 @@ int main()
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) wordWrap = !wordWrap;
-
+
Vector2 mouse = GetMousePosition();
-
+
// Check if the mouse is inside the container and toggle border color
if (CheckCollisionPointRec(mouse, container)) borderColor = Fade(MAROON, 0.4f);
else if (!resizing) borderColor = MAROON;
-
+
// Container resizing logic
- if (resizing)
+ if (resizing)
{
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false;
-
+
int width = container.width + (mouse.x - lastMouse.x);
container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
-
+
int height = container.height + (mouse.y - lastMouse.y);
container.height = (height > minHeight)? ((height < maxHeight)? height : maxHeight) : minHeight;
- }
- else
+ }
+ else
{
// Check if we're resizing
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
}
-
+
// Move resizer rectangle properly
resizer.x = container.x + container.width - 17;
resizer.y = container.y + container.height - 17;
-
+
lastMouse = mouse; // Update mouse
//----------------------------------------------------------------------------------
@@ -89,10 +89,10 @@ int main()
ClearBackground(RAYWHITE);
DrawRectangleLinesEx(container, 3, borderColor); // Draw container border
-
+
// Draw text in container (add some padding)
- DrawTextRec(font, text,
- (Rectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 },
+ DrawTextRec(font, text,
+ (Rectangle){ container.x + 4, container.y + 4, container.width - 4, container.height - 4 },
20.0f, 2.0f, wordWrap, GRAY);
DrawRectangleRec(resizer, borderColor); // Draw the resize box
@@ -106,13 +106,13 @@ int main()
DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
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
//--------------------------------------------------------------------------------------
diff --git a/examples/text/text_sprite_fonts.c b/examples/text/text_sprite_fonts.c
index 7ce2fef5..30028937 100644
--- a/examples/text/text_sprite_fonts.c
+++ b/examples/text/text_sprite_fonts.c
@@ -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
diff --git a/examples/text/text_ttf_loading.c b/examples/text/text_ttf_loading.c
index 0e964ebd..cc59417d 100644
--- a/examples/text/text_ttf_loading.c
+++ b/examples/text/text_ttf_loading.c
@@ -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;
} \ No newline at end of file
diff --git a/examples/text/text_unicode.c b/examples/text/text_unicode.c
index f3c2612c..3525f01a 100644
--- a/examples/text/text_unicode.c
+++ b/examples/text/text_unicode.c
@@ -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);
}
diff --git a/examples/text/text_writing_anim.c b/examples/text/text_writing_anim.c
index b2aba697..2cf2eaa2 100644
--- a/examples/text/text_writing_anim.c
+++ b/examples/text/text_writing_anim.c
@@ -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
//--------------------------------------------------------------------------------------