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authorRay <[email protected]>2021-01-12 20:24:58 +0100
committerRay <[email protected]>2021-01-12 20:24:58 +0100
commitc256b2662973cb2c253814790c56418ba118e0cb (patch)
tree8d64a26b94f53e2060da66941623b181797210f5 /src/text.c
parent12e7be63f7fa0c34eebb386f349390c240feeabd (diff)
downloadraylib-c256b2662973cb2c253814790c56418ba118e0cb.tar.gz
raylib-c256b2662973cb2c253814790c56418ba118e0cb.zip
Reorder function
Diffstat (limited to 'src/text.c')
-rw-r--r--src/text.c50
1 files changed, 25 insertions, 25 deletions
diff --git a/src/text.c b/src/text.c
index e22d8db8..5c10dd43 100644
--- a/src/text.c
+++ b/src/text.c
@@ -838,30 +838,6 @@ void DrawText(const char *text, int posX, int posY, int fontSize, Color color)
}
}
-// Draw one character (codepoint)
-void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint)
-{
- // Character index position in sprite font
- // NOTE: In case a codepoint is not available in the font, index returned points to '?'
- int index = GetGlyphIndex(font, codepoint);
- float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor
-
- // Character destination rectangle on screen
- // NOTE: We consider charsPadding on drawing
- Rectangle dstRec = { position.x + font.chars[index].offsetX*scaleFactor - (float)font.charsPadding*scaleFactor,
- position.y + font.chars[index].offsetY*scaleFactor - (float)font.charsPadding*scaleFactor,
- (font.recs[index].width + 2.0f*font.charsPadding)*scaleFactor,
- (font.recs[index].height + 2.0f*font.charsPadding)*scaleFactor };
-
- // Character source rectangle from font texture atlas
- // 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 };
-
- // Draw the character texture on the screen
- DrawTexturePro(font.texture, srcRec, dstRec, (Vector2){ 0, 0 }, 0.0f, tint);
-}
-
// Draw text using Font
// NOTE: chars spacing is NOT proportional to fontSize
void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint)
@@ -915,7 +891,7 @@ void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, flo
// Draw text using font inside rectangle limits with support for text selection
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)
{
- int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
+ int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
int textOffsetY = 0; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
@@ -1043,6 +1019,30 @@ void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, f
}
}
+// Draw one character (codepoint)
+void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint)
+{
+ // Character index position in sprite font
+ // NOTE: In case a codepoint is not available in the font, index returned points to '?'
+ int index = GetGlyphIndex(font, codepoint);
+ float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor
+
+ // Character destination rectangle on screen
+ // NOTE: We consider charsPadding on drawing
+ Rectangle dstRec = { position.x + font.chars[index].offsetX*scaleFactor - (float)font.charsPadding*scaleFactor,
+ position.y + font.chars[index].offsetY*scaleFactor - (float)font.charsPadding*scaleFactor,
+ (font.recs[index].width + 2.0f*font.charsPadding)*scaleFactor,
+ (font.recs[index].height + 2.0f*font.charsPadding)*scaleFactor };
+
+ // Character source rectangle from font texture atlas
+ // 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 };
+
+ // Draw the character texture on the screen
+ DrawTexturePro(font.texture, srcRec, dstRec, (Vector2){ 0, 0 }, 0.0f, tint);
+}
+
// Measure string width for default font
int MeasureText(const char *text, int fontSize)
{