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feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

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tiger tiger tiger 2026-07-17 08:22:54 +02:00
commit 732b7aa346
234 changed files with 38999 additions and 10578 deletions

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@ -1,20 +1,24 @@
/*******************************************************************************************
*
* raylib [text] example - Font loading
* raylib [text] example - font loading
*
* raylib can load fonts from multiple file formats:
* Example complexity rating: [] 1/4
*
* NOTE: raylib can load fonts from multiple input file formats:
*
* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
* some of the generation parameters (size, characters to include)
* - BMFonts > Angel code font fileformat, sprite font image must be provided
* together with the .fnt file, font generation cna not be configured
* together with the .fnt file, font generation can not be configured
* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
* 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)
* Example originally created with raylib 1.4, last time updated with raylib 3.0
*
* Copyright (c) 2016-2019 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -23,78 +27,105 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
public class FontLoading
public partial class FontLoading : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Font Loading";
public string Title => "raylib [text] example - font loading";
private string msg;
private Font fontBm;
private Font fontTtf;
private bool useTtf;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading");
// Define characters to draw
// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
string msg = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
msg = "!#$%&'()*+,-./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/fonts/pixantiqua.fnt");
fontBm = LoadFont("resources/fonts/pixantiqua.fnt"); // Requires "resources/fonts/pixantiqua.png"
// 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/fonts/pixantiqua.ttf", 32, null, 250);
fontTtf = LoadFontEx("resources/fonts/pixantiqua.ttf", 32, null, 250);
bool useTtf = false;
SetTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n')
SetTargetFPS(60);
useTtf = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Space))
{
useTtf = true;
}
else
{
useTtf = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, Color.LightGray);
if (!useTtf)
{
DrawTextEx(fontBm, msg, new Vector2(20.0f, 100.0f), fontBm.BaseSize, 2, Color.Maroon);
DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, Color.Gray);
}
else
{
DrawTextEx(fontTtf, msg, new Vector2(20.0f, 100.0f), fontTtf.BaseSize, 2, Color.Lime);
DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, Color.Gray);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadFont(fontBm); // AngelCode Font unloading
UnloadFont(fontTtf); // TTF Font unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FontLoading();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Space))
{
useTtf = true;
}
else
{
useTtf = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, Color.LightGray);
if (!useTtf)
{
DrawTextEx(fontBm, msg, new Vector2(20.0f, 100.0f), fontBm.BaseSize, 2, Color.Maroon);
DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, Color.Gray);
}
else
{
DrawTextEx(fontTtf, msg, new Vector2(20.0f, 100.0f), fontTtf.BaseSize, 2, Color.Lime);
DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, Color.Gray);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontBm);
UnloadFont(fontTtf);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;