mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-06-30 19:03:42 -04:00
Fixed line endings
- Line endings were not correct causing files to not display correctly.
This commit is contained in:
@ -3,5 +3,71 @@ using static Raylib.Raylib;
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public partial class text_bmfont_ttf
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{
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/*******************************************************************************************
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/*******************************************************************************************
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*
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* raylib [text] example - BMFont and TTF Fonts loading
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*
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* This example has been created using raylib 1.4 (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) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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public static 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 - bmfont and ttf sprite fonts loading");
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string msgBm = "THIS IS AN AngelCode SPRITE FONT";
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string msgTtf = "THIS SPRITE FONT has been GENERATED from a TTF";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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Font fontBm = LoadFont("resources/bmfont.fnt"); // BMFont (AngelCode)
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Font fontTtf = LoadFont("resources/pixantiqua.ttf"); // TTF font
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Vector2 fontPosition;
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fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.baseSize, 0).x/2;
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fontPosition.y = screenHeight/2 - fontBm.baseSize/2 - 80;
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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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// TODO: Update variables here...
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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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DrawTextEx(fontBm, msgBm, fontPosition, fontBm.baseSize, 0, MAROON);
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DrawTextEx(fontTtf, msgTtf, new Vector2( 75.0f, 240.0f ), fontTtf.baseSize*0.8f, 2, LIME);
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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(fontBm); // AngelCode Font unloading
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UnloadFont(fontTtf); // TTF Font unloading
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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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}
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@ -4,17 +4,132 @@ using static Raylib.TextureFilterMode;
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public partial class text_font_sdf
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{
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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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public static int Main()
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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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public static 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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string msg = "Signed Distance Fields";
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// Default font generation from TTF font
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Font fontDefault = new Font();
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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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// TODO: fix conversion
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//fontDefault.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, null, 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 = new Font();
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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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// TODO: fix conversion
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//fontSDF.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, null, 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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// TODO: fix conversion
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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(null, "resources/shaders/sdf.fs");
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SetTextureFilter(fontSDF.texture, (int)FILTER_BILINEAR); // Required for SDF font
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Vector2 fontPosition = new Vector2( 40, screenHeight/2 - 50 );
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Vector2 textSize = new Vector2( 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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if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
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else DrawText("default font", 315, 40, 30, GRAY);
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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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}
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@ -3,5 +3,65 @@ using static Raylib.Raylib;
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public partial class text_format_text
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{
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/*******************************************************************************************
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/*******************************************************************************************
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*
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* raylib [text] example - Text formatting
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*
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* This example has been created using raylib 1.1 (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) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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public static 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 - text formatting");
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int score = 100020;
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int hiscore = 200450;
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int lives = 5;
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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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// TODO: Update your variables here
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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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DrawText(FormatText("Score: %08i", score), 200, 80, 20, RED);
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DrawText(FormatText("HiScore: %08i", hiscore), 200, 120, 20, GREEN);
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DrawText(FormatText("Lives: %02i", lives), 200, 160, 40, BLUE);
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DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK);
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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@ -1,10 +1,122 @@
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using Raylib;
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using System.Text;
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using System.Text;
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using static Raylib.Raylib;
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public partial class text_input_box
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{
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/*******************************************************************************************
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*
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* raylib [text] example - Input Box
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/*******************************************************************************************
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*
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* raylib [text] example - Input Box
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*
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* This example has been created using raylib 1.7 (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) 2017 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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public const int MAX_INPUT_CHARS = 9;
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public static 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 - input box");
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StringBuilder name = new StringBuilder(' ', MAX_INPUT_CHARS + 1); // NOTE: One extra space required for line ending char '\0'
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int letterCount = 0;
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Rectangle textBox = new Rectangle( screenWidth/2 - 100, 180, 225, 50 );
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bool mouseOnText = false;
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int framesCounter = 0;
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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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if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
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else mouseOnText = false;
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if (mouseOnText)
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{
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int key = GetKeyPressed();
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// NOTE: Only allow keys in range [32..125]
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if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
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{
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name[letterCount] = (char)key;
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letterCount++;
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}
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if (IsKeyPressed(KEY_BACKSPACE))
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{
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letterCount--;
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name[letterCount] = '\0';
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if (letterCount < 0) letterCount = 0;
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}
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}
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if (mouseOnText) framesCounter++;
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else framesCounter = 0;
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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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DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
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DrawRectangleRec(textBox, LIGHTGRAY);
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if (mouseOnText) DrawRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, RED);
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else DrawRectangleLines((int)textBox.x, (int)textBox.y, (int)textBox.width, (int)textBox.height, DARKGRAY);
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DrawText(name.ToString(), (int)textBox.x + 5, (int)textBox.y + 8, 40, MAROON);
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DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
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if (mouseOnText)
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{
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if (letterCount < MAX_INPUT_CHARS)
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{
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// Draw blinking underscore char
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if (((framesCounter/20)%2) == 0) DrawText("_", (int)textBox.x + 8 + MeasureText(name.ToString(), 40), (int)textBox.y + 12, 40, MAROON);
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}
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else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
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}
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Check if any key is pressed
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// NOTE: We limit keys check to keys between 32 (KEY_SPACE) and 126
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bool IsAnyKeyPressed()
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{
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bool keyPressed = false;
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int key = GetKeyPressed();
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if ((key >= 32) && (key <= 126)) keyPressed = true;
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return keyPressed;
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}
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}
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@ -3,5 +3,106 @@ using static Raylib.Raylib;
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public partial class text_raylib_fonts
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{
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/*******************************************************************************************
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/*******************************************************************************************
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*
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* raylib [text] example - raylib font loading and usage
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*
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* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
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* To view details and credits for those fonts, check raylib license file
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*
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* This example has been created using raylib 1.7 (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) 2017 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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public const int MAX_FONTS = 8;
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public static 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 - raylib fonts");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Font[] fonts = new Font[MAX_FONTS];
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fonts[0] = LoadFont("resources/fonts/alagard.png");
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fonts[1] = LoadFont("resources/fonts/pixelplay.png");
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fonts[2] = LoadFont("resources/fonts/mecha.png");
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fonts[3] = LoadFont("resources/fonts/setback.png");
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fonts[4] = LoadFont("resources/fonts/romulus.png");
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fonts[5] = LoadFont("resources/fonts/pixantiqua.png");
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fonts[6] = LoadFont("resources/fonts/alpha_beta.png");
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fonts[7] = LoadFont("resources/fonts/jupiter_crash.png");
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string[] messages = new string[MAX_FONTS] { "ALAGARD FONT designed by Hewett Tsoi",
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"PIXELPLAY FONT designed by Aleksander Shevchuk",
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"MECHA FONT designed by Captain Falcon",
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"SETBACK FONT designed by Brian Kent (AEnigma)",
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"ROMULUS FONT designed by Hewett Tsoi",
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"PIXANTIQUA FONT designed by Gerhard Grossmann",
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"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
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"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
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int[] spacings = new int[MAX_FONTS]{ 2, 4, 8, 4, 3, 4, 4, 1 };
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Vector2[] positions = new Vector2[MAX_FONTS];
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for (int i = 0; i < MAX_FONTS; i++)
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{
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positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
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positions[i].y = 60 + fonts[i].baseSize + 45*i;
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}
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// Small Y position corrections
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positions[3].y += 8;
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positions[4].y += 2;
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positions[7].y -= 8;
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Color[] colors = new Color[MAX_FONTS] { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
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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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||||
// TODO: Update your variables here
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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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|
||||
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]);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Fonts unloading
|
||||
for (int i = 0; i < MAX_FONTS; i++) UnloadFont(fonts[i]);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
@ -3,5 +3,80 @@ using static Raylib.Raylib;
|
||||
|
||||
public partial class text_sprite_fonts
|
||||
{
|
||||
/*******************************************************************************************
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Font loading and usage
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage");
|
||||
|
||||
string msg1 = "THIS IS A custom SPRITE FONT...";
|
||||
string msg2 = "...and this is ANOTHER CUSTOM font...";
|
||||
string msg3 = "...and a THIRD one! GREAT! :D";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
Font font1 = LoadFont("resources/custom_mecha.png"); // Font loading
|
||||
Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
|
||||
Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
|
||||
|
||||
Vector2 fontPosition1, fontPosition2, fontPosition3;
|
||||
|
||||
fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2;
|
||||
fontPosition1.y = screenHeight/2 - font1.baseSize/2 - 80;
|
||||
|
||||
fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2;
|
||||
fontPosition2.y = screenHeight/2 - font2.baseSize/2 - 10;
|
||||
|
||||
fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
|
||||
fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update variables here...
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextEx(font1, msg1, fontPosition1, font1.baseSize, -3, WHITE);
|
||||
DrawTextEx(font2, msg2, fontPosition2, font2.baseSize, -2, WHITE);
|
||||
DrawTextEx(font3, msg3, fontPosition3, font3.baseSize, 2, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadFont(font1); // Font unloading
|
||||
UnloadFont(font2); // Font unloading
|
||||
UnloadFont(font3); // Font unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
File diff suppressed because one or more lines are too long
@ -3,5 +3,65 @@ using static Raylib.Raylib;
|
||||
|
||||
public partial class text_writing_anim
|
||||
{
|
||||
/*******************************************************************************************
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Text Writing Animation
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim");
|
||||
|
||||
string message = "This sample illustrates a text writing\nanimation effect! Check it out! ;)";
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_SPACE)) framesCounter += 8;
|
||||
else framesCounter++;
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) framesCounter = 0;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(SubText(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);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user