diff options
| author | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
| commit | dcf52c132fb0ca28f37dae9d957155e2541df812 (patch) | |
| tree | b6c263e59daba00fc33badd0a45fa6756d5df14c /examples/text | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/text')
| -rw-r--r-- | examples/text/text_draw_3d.c | 182 | ||||
| -rw-r--r-- | examples/text/text_font_loading.c | 2 | ||||
| -rw-r--r-- | examples/text/text_font_sdf.c | 8 | ||||
| -rw-r--r-- | examples/text/text_font_spritefont.c | 4 | ||||
| -rw-r--r-- | examples/text/text_input_box.c | 2 | ||||
| -rw-r--r-- | examples/text/text_raylib_fonts.c | 2 | ||||
| -rw-r--r-- | examples/text/text_rectangle_bounds.c | 6 |
7 files changed, 103 insertions, 103 deletions
diff --git a/examples/text/text_draw_3d.c b/examples/text/text_draw_3d.c index bbc20c43..4a385f7a 100644 --- a/examples/text/text_draw_3d.c +++ b/examples/text/text_draw_3d.c @@ -3,17 +3,17 @@ * raylib [text] example - Draw 2D text in 3D * * Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set) -* where the texture coodinates of each quad map to the texture coordinates of the glyphs -* inside the font texture. -* A more efficient approach, i believe, would be to render the text in a render texture and -* map that texture to a plane and render that, or maybe a shader but my method allows more -* flexibility...for example to change position of each letter individually to make somethink +* where the texture coodinates of each quad map to the texture coordinates of the glyphs +* inside the font texture. +* A more efficient approach, i believe, would be to render the text in a render texture and +* map that texture to a plane and render that, or maybe a shader but my method allows more +* flexibility...for example to change position of each letter individually to make somethink * like a wavy text effect. * -* Special thanks to: +* Special thanks to: * @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle * Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader -* +* * This example has been created using raylib 3.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * @@ -26,7 +26,7 @@ #include "raylib.h" #include "rlgl.h" -#include <stddef.h> // Required for: NULL +#include <stddef.h> // Required for: NULL #include <math.h> // Required for: sinf() // To make it work with the older RLGL module just comment the line below @@ -80,13 +80,13 @@ int main(void) //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - + SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT); InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D"); bool spin = true; // Spin the camera? bool multicolor = false; // Multicolor mode - + // Define the camera to look into our 3d world Camera3D camera = { 0 }; camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position @@ -94,41 +94,41 @@ int main(void) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera mode type - + SetCameraMode(camera, CAMERA_ORBITAL); Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; - + SetTargetFPS(60); // Set our game to run at 60 frames-per-second - + // Use the default font Font font = GetFontDefault(); float fontSize = 8.0f; float fontSpacing = 0.5f; float lineSpacing = -1.0f; - + // Set the text (using markdown!) char text[64] = "Hello ~~World~~ in 3D!"; Vector3 tbox = {0}; int layers = 1; int quads = 0; float layerDistance = 0.01f; - + WaveTextConfig wcfg; wcfg.waveSpeed.x = wcfg.waveSpeed.y = 3.0f; wcfg.waveSpeed.z = 0.5f; wcfg.waveOffset.x = wcfg.waveOffset.y = wcfg.waveOffset.z = 0.35f; wcfg.waveRange.x = wcfg.waveRange.y = wcfg.waveRange.z = 0.45f; - + float time = 0.0f; - + // Setup a light and dark color Color light = MAROON; Color dark = RED; - + // Load the alpha discard shader Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alpha_discard.fs"); - + // Array filled with multiple random colors (when multicolor mode is set) Color multi[TEXT_MAX_LAYERS] = {0}; //-------------------------------------------------------------------------------------- @@ -150,7 +150,7 @@ int main(void) UnloadFont(font); font = LoadFontEx(droppedFiles[0], fontSize, 0, 0); } - else if (IsFileExtension(droppedFiles[0], ".fnt")) + else if (IsFileExtension(droppedFiles[0], ".fnt")) { UnloadFont(font); font = LoadFont(droppedFiles[0]); @@ -158,33 +158,33 @@ int main(void) } ClearDroppedFiles(); } - + // Handle Events if (IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY; if (IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY; - if (IsKeyPressed(KEY_F3)) - { + if (IsKeyPressed(KEY_F3)) + { // Handle camera change - spin = !spin; + spin = !spin; // we need to reset the camera when changing modes camera = (Camera3D){ 0 }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera mode type - - if (spin) + + if (spin) { camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position SetCameraMode(camera, CAMERA_ORBITAL); } - else - { + else + { camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position SetCameraMode(camera, CAMERA_FREE); } } - + // Handle clicking the cube if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { @@ -194,18 +194,18 @@ int main(void) bool collision = CheckCollisionRayBox(ray, (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 }, (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }}); - if (collision) + if (collision) { // Generate new random colors light = GenerateRandomColor(0.5f, 0.78f); dark = GenerateRandomColor(0.4f, 0.58f); } } - + // Handle text layers changes if (IsKeyPressed(KEY_HOME)) { if (layers > 1) --layers; } else if (IsKeyPressed(KEY_END)) { if (layers < TEXT_MAX_LAYERS) ++layers; } - + // Handle text changes if (IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f; else if (IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f; @@ -215,53 +215,53 @@ int main(void) else if (IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f; else if (IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f; else if (IsKeyDown(KEY_DELETE)) layerDistance += 0.001f; - else if (IsKeyPressed(KEY_TAB)) + else if (IsKeyPressed(KEY_TAB)) { multicolor = !multicolor; // Enable /disable multicolor mode - - if (multicolor) + + if (multicolor) { // Fill color array with random colors - for (int i = 0; i < TEXT_MAX_LAYERS; ++i) + for (int i = 0; i < TEXT_MAX_LAYERS; ++i) { multi[i] = GenerateRandomColor(0.5f, 0.8f); multi[i].a = GetRandomValue(0, 255); } } } - + // Handle text input int ch = GetCharPressed(); - if (IsKeyPressed(KEY_BACKSPACE)) + if (IsKeyPressed(KEY_BACKSPACE)) { // Remove last char int len = TextLength(text); if (len > 0) text[len - 1] = '\0'; - } - else if (IsKeyPressed(KEY_ENTER)) + } + else if (IsKeyPressed(KEY_ENTER)) { // handle newline int len = TextLength(text); if (len < sizeof(text) - 1) { - text[len] = '\n'; + text[len] = '\n'; text[len+1] ='\0'; } - } + } else { // append only printable chars int len = TextLength(text); if (len < sizeof(text) - 1) { - text[len] = ch; + text[len] = ch; text[len+1] ='\0'; } } - + // Measure 3D text so we can center it tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing); - + UpdateCamera(&camera); // Update camera quads = 0; // Reset quad counter time += GetFrameTime(); // Update timer needed by `DrawTextWave3D()` @@ -272,37 +272,37 @@ int main(void) BeginDrawing(); ClearBackground(RAYWHITE); - + BeginMode3D(camera); DrawCubeV(cubePosition, cubeSize, dark); DrawCubeWires(cubePosition, 2.1f, 2.1f, 2.1f, light); - + DrawGrid(10, 2.0f); - + // Use a shader to handle the depth buffer issue with transparent textures // NOTE: more info at https://bedroomcoders.co.uk/raylib-billboards-advanced-use/ BeginShaderMode(alphaDiscard); - + // Draw the 3D text above the red cube rlPushMatrix(); rlRotatef(90.0f, 1.0f, 0.0f, 0.0f); rlRotatef(90.0f, 0.0f, 0.0f, -1.0f); - - for (int i = 0; i < layers; ++i) + + for (int i = 0; i < layers; ++i) { Color clr = light; if(multicolor) clr = multi[i]; DrawTextWave3D(font, text, (Vector3){ -tbox.x/2.0f, layerDistance*i, -4.5f }, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr); } - + // Draw the text boundry if set if (SHOW_TEXT_BOUNDRY) DrawCubeWiresV((Vector3){ 0.0f, 0.0f, -4.5f + tbox.z/2 }, tbox, dark); rlPopMatrix(); - + // Don't draw the letter boundries for the 3D text below bool slb = SHOW_LETTER_BOUNDRY; SHOW_LETTER_BOUNDRY = false; - + // Draw 3D options (use default font) //------------------------------------------------------------------------- rlPushMatrix(); @@ -313,35 +313,35 @@ int main(void) Vector3 pos = { -m.x/2.0f, 0.01f, 2.0f}; DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE); pos.z += 0.5f + m.z; - + opt = (char *)TextFormat("< SPACING: %2.1f >", fontSpacing); quads += TextLength(opt); m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE); pos.z += 0.5f + m.z; - + opt = (char *)TextFormat("< LINE: %2.1f >", lineSpacing); quads += TextLength(opt); m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE); pos.z += 1.0f + m.z; - + opt = (char *)TextFormat("< LBOX: %3s >", slb? "ON" : "OFF"); quads += TextLength(opt); m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED); pos.z += 0.5f + m.z; - + opt = (char *)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY? "ON" : "OFF"); quads += TextLength(opt); m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED); pos.z += 0.5f + m.z; - + opt = (char *)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance); quads += TextLength(opt); m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f); @@ -349,7 +349,7 @@ int main(void) DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, DARKPURPLE); rlPopMatrix(); //------------------------------------------------------------------------- - + // Draw 3D info text (use default font) //------------------------------------------------------------------------- opt = "All the text displayed here is in 3D"; @@ -358,74 +358,74 @@ int main(void) pos = (Vector3){-m.x/2.0f, 0.01f, 2.0f}; DrawText3D(GetFontDefault(), opt, pos, 10.0f, 0.5f, 0.0f, false, DARKBLUE); pos.z += 1.5f + m.z; - + opt = "press [Left]/[Right] to change the font size"; quads += 44; m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE); pos.z += 0.5f + m.z; - + opt = "press [Up]/[Down] to change the font spacing"; quads += 44; m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE); pos.z += 0.5f + m.z; - + opt = "press [PgUp]/[PgDown] to change the line spacing"; quads += 48; m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE); pos.z += 0.5f + m.z; - + opt = "press [F1] to toggle the letter boundry"; quads += 39; m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE); pos.z += 0.5f + m.z; - + opt = "press [F2] to toggle the text boundry"; quads += 37; m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f); pos.x = -m.x/2.0f; DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE); //------------------------------------------------------------------------- - + SHOW_LETTER_BOUNDRY = slb; EndShaderMode(); - + EndMode3D(); - + // Draw 2D info text & stats //------------------------------------------------------------------------- DrawText("Drag & drop a font file to change the font!\nType something, see what happens!\n\n" "Press [F3] to toggle the camera", 10, 35, 10, BLACK); - + quads += TextLength(text)*2*layers; char *tmp = (char *)TextFormat("%2i layer(s) | %s camera | %4i quads (%4i verts)", layers, spin? "ORBITAL" : "FREE", quads, quads*4); int width = MeasureText(tmp, 10); DrawText(tmp, screenWidth - 20 - width, 10, 10, DARKGREEN); - + tmp = "[Home]/[End] to add/remove 3D text layers"; width = MeasureText(tmp, 10); DrawText(tmp, screenWidth - 20 - width, 25, 10, DARKGRAY); - + tmp = "[Insert]/[Delete] to increase/decrease distance between layers"; width = MeasureText(tmp, 10); DrawText(tmp, screenWidth - 20 - width, 40, 10, DARKGRAY); - + tmp = "click the [CUBE] for a random color"; width = MeasureText(tmp, 10); DrawText(tmp, screenWidth - 20 - width, 55, 10, DARKGRAY); - + tmp = "[Tab] to toggle multicolor mode"; width = MeasureText(tmp, 10); DrawText(tmp, screenWidth - 20 - width, 70, 10, DARKGRAY); //------------------------------------------------------------------------- - + DrawFPS(10, 10); EndDrawing(); @@ -461,22 +461,22 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS // NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding, font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding }; - + float width = (float)(font.recs[index].width + 2.0f*font.charsPadding)/(float)font.baseSize*scale; float height = (float)(font.recs[index].height + 2.0f*font.charsPadding)/(float)font.baseSize*scale; - + if(font.texture.id > 0) { const float x = 0.0f; const float y = 0.0f; const float z = 0.0f; - + // normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f) const float tx = srcRec.x/font.texture.width; const float ty = srcRec.y/font.texture.height; const float tw = (srcRec.x+srcRec.width)/font.texture.width; const float th = (srcRec.y+srcRec.height)/font.texture.height; - + if(SHOW_LETTER_BOUNDRY) DrawCubeWiresV((Vector3){ position.x + width/2, position.y, position.z + height/2}, (Vector3){ width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR); @@ -489,17 +489,17 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS #endif rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); - + rlBegin(RL_QUADS); rlColor4ub(tint.r, tint.g, tint.b, tint.a); - + // Front Face rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad - + if (backface) { // Back Face @@ -526,9 +526,9 @@ void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, f float textOffsetY = 0.0f; // Offset between lines (on line break '\n') float textOffsetX = 0.0f; // Offset X to next character to draw - + float scale = fontSize/(float)font.baseSize; - + for (int i = 0; i < length;) { // Get next codepoint from byte string and glyph index in font @@ -562,12 +562,12 @@ void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, f } } -Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) +Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) { int len = TextLength(text); int tempLen = 0; // Used to count longer text line num chars int lenCounter = 0; - + float tempTextWidth = 0.0f; // Used to count longer text line width float scale = fontSize/(float)font.baseSize; @@ -623,9 +623,9 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz float textOffsetY = 0.0f; // Offset between lines (on line break '\n') float textOffsetX = 0.0f; // Offset X to next character to draw - + float scale = fontSize/(float)font.baseSize; - + bool wave = false; for (int i = 0, k = 0; i < length; ++k) @@ -649,7 +649,7 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz } else if (codepoint == '~') { - if (GetNextCodepoint(&text[i+1], &codepointByteCount) == '~') + if (GetNextCodepoint(&text[i+1], &codepointByteCount) == '~') { codepointByteCount += 1; wave = !wave; @@ -666,7 +666,7 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz pos.y += sinf(time*config->waveSpeed.y-k*config->waveOffset.y)*config->waveRange.y; pos.z += sinf(time*config->waveSpeed.z-k*config->waveOffset.z)*config->waveRange.z; } - + DrawTextCodepoint3D(font, codepoint, (Vector3){ pos.x + textOffsetX, pos.y, pos.z + textOffsetY }, fontSize, backface, tint); } @@ -678,12 +678,12 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz } } -Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) +Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) { int len = TextLength(text); int tempLen = 0; // Used to count longer text line num chars int lenCounter = 0; - + float tempTextWidth = 0.0f; // Used to count longer text line width float scale = fontSize/(float)font.baseSize; diff --git a/examples/text/text_font_loading.c b/examples/text/text_font_loading.c index e0515167..2f8225db 100644 --- a/examples/text/text_font_loading.c +++ b/examples/text/text_font_loading.c @@ -9,7 +9,7 @@ * - BMFonts > Angel code font fileformat, sprite font image must be provided * together with the .fnt file, font generation cna not be configured * - XNA Spritefont > Sprite font image, following XNA Spritefont conventions, -* Characters in image must follow some spacing and order rules +* Characters in image must follow some spacing and order rules * * This example has been created using raylib 2.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c index 36c0ae56..f9517bdc 100644 --- a/examples/text/text_font_sdf.c +++ b/examples/text/text_font_sdf.c @@ -31,7 +31,7 @@ int main(void) // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) const char msg[50] = "Signed Distance Fields"; - + // Loading file to memory unsigned int fileSize = 0; unsigned char *fileData = LoadFileData("resources/anonymous_pro_bold.ttf", &fileSize); @@ -40,7 +40,7 @@ int main(void) Font fontDefault = { 0 }; fontDefault.baseSize = 16; fontDefault.charsCount = 95; - + // Loading font data from memory data // Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array) fontDefault.chars = LoadFontData(fileData, fileSize, 16, 0, 95, FONT_DEFAULT); @@ -59,7 +59,7 @@ int main(void) atlas = GenImageFontAtlas(fontSDF.chars, &fontSDF.recs, 95, 16, 0, 1); fontSDF.texture = LoadTextureFromImage(atlas); UnloadImage(atlas); - + UnloadFileData(fileData); // Free memory from loaded file // Load SDF required shader (we use default vertex shader) @@ -70,7 +70,7 @@ int main(void) Vector2 textSize = { 0.0f, 0.0f }; float fontSize = 16.0f; int currentFont = 0; // 0 - fontDefault, 1 - fontSDF - + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/text/text_font_spritefont.c b/examples/text/text_font_spritefont.c index 0f4a08b2..8ff63bb9 100644 --- a/examples/text/text_font_spritefont.c +++ b/examples/text/text_font_spritefont.c @@ -8,8 +8,8 @@ * - Every character and every line must be separated the same distance * - Rectangles must be defined by a MAGENTA color background * -* If following this constraints, a font can be provided just by an image, -* this is quite handy to avoid additional information files (like BMFonts use). +* If following this constraints, a font can be provided just by an image, +* this is quite handy to avoid additional information files (like BMFonts use). * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) diff --git a/examples/text/text_input_box.c b/examples/text/text_input_box.c index a2e2adfe..408a234b 100644 --- a/examples/text/text_input_box.c +++ b/examples/text/text_input_box.c @@ -58,7 +58,7 @@ int main(void) name[letterCount] = (char)key; letterCount++; } - + key = GetCharPressed(); // Check next character in the queue } diff --git a/examples/text/text_raylib_fonts.c b/examples/text/text_raylib_fonts.c index f14c86de..782a5f87 100644 --- a/examples/text/text_raylib_fonts.c +++ b/examples/text/text_raylib_fonts.c @@ -62,7 +62,7 @@ int main(void) 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 //-------------------------------------------------------------------------------------- diff --git a/examples/text/text_rectangle_bounds.c b/examples/text/text_rectangle_bounds.c index 21dfcd91..4d3edacc 100644 --- a/examples/text/text_rectangle_bounds.c +++ b/examples/text/text_rectangle_bounds.c @@ -100,15 +100,15 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris // Draw bottom info DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY); DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON); - + DrawText("Word Wrap: ", 313, screenHeight-115, 20, BLACK); if (wordWrap) DrawText("ON", 447, screenHeight - 115, 20, RED); else DrawText("OFF", 447, screenHeight - 115, 20, BLACK); - + DrawText("Press [SPACE] to toggle word wrap", 218, screenHeight - 86, 20, GRAY); DrawText("Click hold & drag the to resize the container", 155, screenHeight - 38, 20, RAYWHITE); - + EndDrawing(); //---------------------------------------------------------------------------------- } |
