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chore: rebase to main with translation ports

This commit is contained in:
tiger tiger tiger 2026-07-17 07:49:07 +02:00
commit 8024c6ac40
134 changed files with 15456 additions and 10650 deletions

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@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [text] example - TTF loading and usage
* raylib [text] example - font sdf
*
* This example has been created using raylib 1.3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 3/4
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -16,23 +20,44 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
public class FontSdf
public partial class FontSdf : IExample
{
public unsafe static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Text / Font SDF";
public string Title => "raylib [text] example - font sdf";
private string msg;
private Font fontDefault;
private Font fontSDF;
private Shader shader;
private Vector2 fontPosition;
private Vector2 textSize;
private float fontSize;
private int currentFont;
public unsafe void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
string msg = "Signed Distance Fields";
msg = "Signed Distance Fields";
// Loading file to memory
int fileSize = 0;
byte* fileData = LoadFileData("resources/fonts/anonymous_pro_bold.ttf", ref fileSize);
var fileSize = 0;
var fileData = LoadFileData("resources/fonts/anonymous_pro_bold.ttf", ref fileSize);
// Build the fonts in locals first: taking the address of a struct's field (&font.GlyphCount,
// &font.Recs) is only allowed for a stack local, not a heap field. Assign to the fields after.
// Default font generation from TTF font
Font fontDefault = new();
@ -40,121 +65,141 @@ public class FontSdf
fontDefault.GlyphCount = 95;
// Loading font data from memory data
// Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array)
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 95 (autogenerate chars array)
fontDefault.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 95, FontType.Default, &fontDefault.GlyphCount);
// Parameters > chars count: 95, font size: 16, chars padding in image: 4 px, pack method: 0 (default)
Image atlas = GenImageFontAtlas(fontDefault.Glyphs, &fontDefault.Recs, 95, 16, 4, 0);
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 4 px, pack method: 0 (default)
var atlas = GenImageFontAtlas(fontDefault.Glyphs, &fontDefault.Recs, 95, 16, 4, 0);
fontDefault.Texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
this.fontDefault = fontDefault;
// SDF font generation from TTF font
Font fontSDF = new();
fontSDF.BaseSize = 16;
fontSDF.GlyphCount = 95;
// Parameters > font size: 16, no chars array provided (0), chars count: 0 (defaults to 95)
fontSDF.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 0, FontType.Sdf, &fontDefault.GlyphCount);
// Parameters > chars count: 95, font size: 16, chars padding in image: 0 px, pack method: 1 (Skyline algorythm)
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 0 (defaults to 95)
fontSDF.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 0, FontType.Sdf, &fontSDF.GlyphCount);
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 0 px, pack method: 1 (Skyline algorythm)
atlas = GenImageFontAtlas(fontSDF.Glyphs, &fontSDF.Recs, 95, 16, 0, 1);
fontSDF.Texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
this.fontSDF = fontSDF;
// Free memory from loaded file
UnloadFileData(fileData);
UnloadFileData(fileData); // Free memory from loaded file
// Load SDF required shader (we use default vertex shader)
Shader shader = LoadShader(null, "resources/shaders/glsl330/sdf.fs");
// Required for SDF font
SetTextureFilter(fontSDF.Texture, TextureFilter.Bilinear);
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/sdf.fs");
SetTextureFilter(fontSDF.Texture, TextureFilter.Bilinear); // Required for SDF font
Vector2 fontPosition = new(40, screenHeight / 2 - 50);
Vector2 textSize = new(0.0f);
float fontSize = 16.0f;
// 0 - fontDefault, 1 - fontSDF
int currentFont = 0;
fontPosition = new(40, screenHeight / 2.0f - 50);
textSize = new(0.0f);
fontSize = 16.0f;
currentFont = 0; // 0 - fontDefault, 1 - fontSDF
}
SetTargetFPS(60);
public void Update()
{
// Update
//----------------------------------------------------------------------------------
fontSize += GetMouseWheelMove() * 8.0f;
if (fontSize < 6)
{
fontSize = 6;
}
if (IsKeyDown(KeyboardKey.Space))
{
currentFont = 1;
}
else
{
currentFont = 0;
}
if (currentFont == 0)
{
textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
}
else
{
textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
}
fontPosition.X = GetScreenWidth() / 2 - textSize.X / 2;
fontPosition.Y = GetScreenHeight() / 2 - textSize.Y / 2 + 80;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (currentFont == 1)
{
// NOTE: SDF fonts require a custom SDf shader to compute fragment color
BeginShaderMode(shader); // Activate SDF font shader
DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, Color.Black);
EndShaderMode(); // Activate our default shader for next drawings
DrawTexture(fontSDF.Texture, 10, 10, Color.Black);
}
else
{
DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, Color.Black);
DrawTexture(fontDefault.Texture, 10, 10, Color.Black);
}
if (currentFont == 1)
{
DrawText("SDF!", 320, 20, 80, Color.Red);
}
else
{
DrawText("default font", 315, 40, 30, Color.Gray);
}
DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, Color.DarkGray);
DrawText($"RENDER SIZE: {fontSize:00.00}", GetScreenWidth() - 240, 50, 20, Color.DarkGray);
DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, Color.DarkGray);
DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, Color.Maroon);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadFont(fontDefault); // Default font unloading
UnloadFont(fontSDF); // SDF font unloading
UnloadShader(shader); // Unload SDF shader
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - font sdf");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FontSdf();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
fontSize += GetMouseWheelMove() * 8.0f;
if (fontSize < 6)
{
fontSize = 6;
}
if (IsKeyDown(KeyboardKey.Space))
{
currentFont = 1;
}
else
{
currentFont = 0;
}
if (currentFont == 0)
{
textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
}
else
{
textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
}
fontPosition.X = GetScreenWidth() / 2 - textSize.X / 2;
fontPosition.Y = GetScreenHeight() / 2 - textSize.Y / 2 + 80;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (currentFont == 1)
{
// NOTE: SDF fonts require a custom SDf shader to compute fragment color
BeginShaderMode(shader);
DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, Color.Black);
EndShaderMode();
DrawTexture(fontSDF.Texture, 10, 10, Color.Black);
}
else
{
DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, Color.Black);
DrawTexture(fontDefault.Texture, 10, 10, Color.Black);
}
if (currentFont == 1)
{
DrawText("SDF!", 320, 20, 80, Color.Red);
}
else
{
DrawText("default font", 315, 40, 30, Color.Gray);
}
DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, Color.DarkGray);
DrawText($"RENDER SIZE: {fontSize:2F}", GetScreenWidth() - 240, 50, 20, Color.DarkGray);
DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, Color.DarkGray);
DrawText("PRESS SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, Color.Maroon);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontDefault);
UnloadFont(fontSDF);
UnloadShader(shader);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;