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authorraysan5 <[email protected]>2017-02-05 02:59:39 +0100
committerraysan5 <[email protected]>2017-02-05 02:59:39 +0100
commit1a879ba08efe1877c26a76bfabd43f282d2b2a97 (patch)
tree7870e105ee57aaab20ffd89f5708948960d34460 /src/raylib.h
parenta08117155da1a0a439239ad8801a58b85f528014 (diff)
downloadraylib-1a879ba08efe1877c26a76bfabd43f282d2b2a97.tar.gz
raylib-1a879ba08efe1877c26a76bfabd43f282d2b2a97.zip
Refactor SpriteFont struct
Now it uses CharInfo data, this way, it's better aligned with the future RRES file format data layout for sprite font characters.
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h20
1 files changed, 13 insertions, 7 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 3c84ee72..f5b908db 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -370,15 +370,21 @@ typedef struct RenderTexture2D {
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
+// SpriteFont character info
+typedef struct CharInfo {
+ int value; // Character value (Unicode)
+ Rectangle rec; // Character rectangle in sprite font
+ int offsetX; // Character offset X when drawing
+ int offsetY; // Character offset Y when drawing
+ int advanceX; // Character advance position X
+} CharInfo;
+
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture; // Font texture
- int size; // Base size (default chars height)
- int numChars; // Number of characters
- int *charValues; // Characters values array
- Rectangle *charRecs; // Characters rectangles within the texture
- Vector2 *charOffsets; // Characters offsets (on drawing)
- int *charAdvanceX; // Characters x advance (on drawing)
+ int baseSize; // Base size (default chars height)
+ int charsCount; // Number of characters
+ CharInfo *chars; // Characters info data
} SpriteFont;
// Camera type, defines a camera position/orientation in 3d space
@@ -825,7 +831,7 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
//------------------------------------------------------------------------------------
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
-RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters
+RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from TTF font file with generation parameters
RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM)
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)