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chore: clean recommit

This commit is contained in:
tiger tiger tiger 2026-07-07 23:29:25 +02:00
commit 8739e3b347
134 changed files with 15442 additions and 10648 deletions

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@ -1,13 +1,15 @@
/*******************************************************************************************
*
* raylib [text] example - Codepoints loading
* raylib [text] example - codepoints loading
*
* Example originally created with raylib 4.2, last time updated with raylib 2.5
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* 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) 2022-2023 Ramon Santamaria (@raysan5)
* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -19,32 +21,37 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
class CodepointsLoading
public partial class CodepointsLoading : IExample
{
public unsafe static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
// Text to be displayed, must be UTF-8 (save this code file as UTF-8)
// NOTE: It can contain all the required text for the game,
// this text will be scanned to get all the required codepoints
private const string text =
"いろはにほへと ちりぬるを\nわかよたれそ つねならむ\nうゐのおくやま けふこえて\nあさきゆめみし ゑひもせす";
public string Name => "Text / Codepoints Loading";
public string Title => "raylib [text] example - codepoints loading";
private List<int> codepoints;
private int[] codepointsNoDuplicates;
private Font font;
private bool showFontAtlas;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
// Text to be displayed, must be UTF-8 (save this code file as UTF-8)
// NOTE: It can contain all the required text for the game,
// this text will be scanned to get all the required codepoints
const string text =
"いろはにほへと ちりぬるを\nわかよたれそ つねならむ\nうゐのおくやま けふこえて\nあさきゆめみし ゑひもせす";
// Get codepoints from text
List<int> codepoints = GetCodePoints(text);
codepoints = GetCodePoints(text);
// Remove duplicate codepoints to generate smaller font atlas
int[] codepointsNoDuplicates = codepoints.Distinct().ToArray();
codepointsNoDuplicates = codepoints.Distinct().ToArray();
// Load font containing all the provided codepoint glyphs
// A texture font atlas is automatically generated
Font font = LoadFontEx(
font = LoadFontEx(
"resources/fonts/DotGothic16-Regular.ttf",
36,
codepointsNoDuplicates,
@ -54,64 +61,58 @@ class CodepointsLoading
// Set bilinear scale filter for better font scaling
SetTextureFilter(font.Texture, TextureFilter.Bilinear);
bool showFontAtlas = false;
SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
showFontAtlas = false;
}
// Main game loop
while (!WindowShouldClose())
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
showFontAtlas = !showFontAtlas;
}
//----------------------------------------------------------------------------------
showFontAtlas = !showFontAtlas;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
ClearBackground(Color.RayWhite);
DrawRectangle(0, 0, GetScreenWidth(), 70, Color.Black);
DrawText($"Total codepoints contained in provided text: {codepoints.Count}", 10, 10, 20, Color.Green);
DrawText(
$"Total codepoints required for font atlas (duplicates excluded): {codepointsNoDuplicates.Length}",
10,
40,
20,
Color.Green
);
DrawRectangle(0, 0, GetScreenWidth(), 70, Color.Black);
DrawText($"Total codepoints contained in provided text: {codepoints.Count}", 10, 10, 20, Color.Green);
DrawText(
$"Total codepoints required for font atlas (duplicates excluded): {codepointsNoDuplicates.Length}",
10,
40,
20,
Color.Green
);
if (showFontAtlas)
{
// Draw generated font texture atlas containing provided codepoints
DrawTexture(font.Texture, 150, 100, Color.Black);
DrawRectangleLines(150, 100, font.Texture.Width, font.Texture.Height, Color.Black);
}
else
{
// Draw provided text with laoded font, containing all required codepoint glyphs
DrawTextEx(font, text, new Vector2(160, 110), 48, 5, Color.Black);
}
DrawText("Press SPACE to toggle font atlas view!", 10, GetScreenHeight() - 30, 20, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
if (showFontAtlas)
{
// Draw generated font texture atlas containing provided codepoints
DrawTexture(font.Texture, 150, 100, Color.Black);
DrawRectangleLines(150, 100, font.Texture.Width, font.Texture.Height, Color.Black);
}
else
{
// Draw provided text with loaded font, containing all required codepoint glyphs
DrawTextEx(font, text, new Vector2(160, 110), 48, 5, Color.Black);
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(font);
DrawText("Press SPACE to toggle font atlas view!", 10, GetScreenHeight() - 30, 20, Color.Gray);
CloseWindow();
//--------------------------------------------------------------------------------------
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
public void Unload()
{
UnloadFont(font); // Unload font
}
private static List<int> GetCodePoints(string text)
@ -119,14 +120,42 @@ class CodepointsLoading
List<int> codePoints = new();
StringInfo stringInfo = new(text);
TextElementEnumerator enumerator = StringInfo.GetTextElementEnumerator(text);
var enumerator = StringInfo.GetTextElementEnumerator(text);
while (enumerator.MoveNext())
{
int codePoint = char.ConvertToUtf32(enumerator.Current.ToString(), 0);
var codePoint = char.ConvertToUtf32(enumerator.Current.ToString(), 0);
codePoints.Add(codePoint);
}
return codePoints;
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new CodepointsLoading();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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@ -1,15 +1,19 @@
/*******************************************************************************************
*
* raylib [text] example - Font filters
* raylib [text] example - font filters
*
* After font loading, font texture atlas filter could be configured for a softer
* Example complexity rating: [] 2/4
*
* NOTE: After font loading, font texture atlas filter could be configured for a softer
* display of the font when scaling it to different sizes, that way, it's not required
* to generate multiple fonts at multiple sizes (as long as the scaling is not very different)
*
* 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 originally created with raylib 1.3, last time updated with raylib 4.2
*
* Copyright (c) 2015 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -18,129 +22,164 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
public class FontFilters
public partial class FontFilters : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Font Filters";
public string Title => "raylib [text] example - font filters";
private string msg;
private Font font;
private float fontSize;
private Vector2 fontPosition;
private Vector2 textSize;
private TextureFilter currentFontFilter;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - font filters");
string msg = "Loaded Font";
msg = "Loaded Font";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
// TTF Font loading with custom generation parameters
Font font = LoadFontEx("resources/fonts/KAISG.ttf", 96, null, 0);
font = LoadFontEx("resources/fonts/KAISG.ttf", 96, null, 0);
// Generate mipmap levels to use trilinear filtering
// NOTE: On 2D drawing it won't be noticeable, it looks like TEXTURE_FILTER_BILINEAR
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
GenTextureMipmaps(ref font.Texture);
float fontSize = font.BaseSize;
Vector2 fontPosition = new(40, screenHeight / 2 - 80);
Vector2 textSize = new(0.0f, 0.0f);
fontSize = font.BaseSize;
fontPosition = new(40, screenHeight / 2 - 80);
textSize = new(0.0f, 0.0f);
// Setup texture scaling filter
SetTextureFilter(font.Texture, TextureFilter.Point);
TextureFilter currentFontFilter = TextureFilter.Point;
currentFontFilter = TextureFilter.Point; // TEXTURE_FILTER_POINT
}
SetTargetFPS(60);
public void Update()
{
// Update
//----------------------------------------------------------------------------------
fontSize += GetMouseWheelMove() * 4.0f;
// Choose font texture filter method
if (IsKeyPressed(KeyboardKey.One))
{
SetTextureFilter(font.Texture, TextureFilter.Point);
currentFontFilter = TextureFilter.Point;
}
else if (IsKeyPressed(KeyboardKey.Two))
{
SetTextureFilter(font.Texture, TextureFilter.Bilinear);
currentFontFilter = TextureFilter.Bilinear;
}
else if (IsKeyPressed(KeyboardKey.Three))
{
// NOTE: Trilinear filter won't be noticed on 2D drawing
SetTextureFilter(font.Texture, TextureFilter.Trilinear);
currentFontFilter = TextureFilter.Trilinear;
}
textSize = MeasureTextEx(font, msg, fontSize, 0);
if (IsKeyDown(KeyboardKey.Left))
{
fontPosition.X -= 10;
}
else if (IsKeyDown(KeyboardKey.Right))
{
fontPosition.X += 10;
}
#if BROWSER
// NOTE: drag-and-drop font loading is not supported in the browser host; default loaded font is kept.
#else
// Load a dropped TTF file dynamically (at current fontSize)
if (IsFileDropped())
{
var files = Raylib.GetDroppedFiles();
// NOTE: We only support first ttf file dropped
if (IsFileExtension(files[0], ".ttf"))
{
UnloadFont(font);
font = LoadFontEx(files[0], (int)fontSize, null, 0);
}
}
#endif
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Use mouse wheel to change font size", 20, 20, 10, Color.Gray);
DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, Color.Gray);
DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, Color.Gray);
DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, Color.DarkGray);
DrawTextEx(font, msg, fontPosition, fontSize, 0, Color.Black);
// TODO: It seems texSize measurement is not accurate due to chars offsets...
//DrawRectangleLines((int)fontPosition.X, (int)fontPosition.Y, (int)textSize.X, (int)textSize.Y, Color.Red);
DrawRectangle(0, screenHeight - 80, screenWidth, 80, Color.LightGray);
DrawText($"Font size: {fontSize:00.00}", 20, screenHeight - 50, 10, Color.DarkGray);
DrawText($"Text size: [{textSize.X:00.00}, {textSize.Y:00.00}]", 20, screenHeight - 30, 10, Color.DarkGray);
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, Color.Gray);
if (currentFontFilter == TextureFilter.Point)
{
DrawText("POINT", 570, 400, 20, Color.Black);
}
else if (currentFontFilter == TextureFilter.Bilinear)
{
DrawText("BILINEAR", 570, 400, 20, Color.Black);
}
else if (currentFontFilter == TextureFilter.Trilinear)
{
DrawText("TRILINEAR", 570, 400, 20, Color.Black);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadFont(font); // Font unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - font filters");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FontFilters();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
fontSize += GetMouseWheelMove() * 4.0f;
// Choose font texture filter method
if (IsKeyPressed(KeyboardKey.One))
{
SetTextureFilter(font.Texture, TextureFilter.Point);
currentFontFilter = TextureFilter.Point;
}
else if (IsKeyPressed(KeyboardKey.Two))
{
SetTextureFilter(font.Texture, TextureFilter.Bilinear);
currentFontFilter = TextureFilter.Bilinear;
}
else if (IsKeyPressed(KeyboardKey.Three))
{
// NOTE: Trilinear filter won't be noticed on 2D drawing
SetTextureFilter(font.Texture, TextureFilter.Trilinear);
currentFontFilter = TextureFilter.Trilinear;
}
textSize = MeasureTextEx(font, msg, fontSize, 0);
if (IsKeyDown(KeyboardKey.Left))
{
fontPosition.X -= 10;
}
else if (IsKeyDown(KeyboardKey.Right))
{
fontPosition.X += 10;
}
// Load a dropped TTF file dynamically (at current fontSize)
if (IsFileDropped())
{
string[] files = Raylib.GetDroppedFiles();
// NOTE: We only support first ttf file dropped
if (IsFileExtension(files[0], ".ttf"))
{
UnloadFont(font);
font = LoadFontEx(files[0], (int)fontSize, null, 0);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Use mouse wheel to change font size", 20, 20, 10, Color.Gray);
DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, Color.Gray);
DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, Color.Gray);
DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, Color.DarkGray);
DrawTextEx(font, msg, fontPosition, fontSize, 0, Color.Black);
DrawRectangle(0, screenHeight - 80, screenWidth, 80, Color.LightGray);
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, Color.Gray);
if (currentFontFilter == TextureFilter.Point)
{
DrawText("POINT", 570, 400, 20, Color.Black);
}
else if (currentFontFilter == TextureFilter.Point)
{
DrawText("BILINEAR", 570, 400, 20, Color.Black);
}
else if (currentFontFilter == TextureFilter.Trilinear)
{
DrawText("TRILINEAR", 570, 400, 20, Color.Black);
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(font);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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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;

View file

@ -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;

View file

@ -1,20 +1,25 @@
/*******************************************************************************************
*
* raylib [text] example - Sprite font loading
* raylib [text] example - font spritefont
*
* Example complexity rating: [] 1/4
*
* NOTE: Sprite fonts should be generated following this conventions:
*
* Loaded sprite fonts have been generated following XNA SpriteFont conventions:
* - Characters must be ordered starting with character 32 (Space)
* - Every character must be contained within the same Rectangle height
* - Every character and every line must be separated the same distance
* - Rectangles must be defined by a magenta color background
* - Every character and every line must be separated by the same distance (margin/padding)
* - Rectangles must be defined by a MAGENTA color background
*
* If following this constraints, a font can be provided just by an image,
* this is quite handy to avoid additional information files (like BMFonts use).
* Following those constraints, a font can be provided just by an image,
* this is quite handy to avoid additional font descriptor files (like BMFonts use)
*
* 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)
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Copyright (c) 2014 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -23,72 +28,104 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
public class FontSpritefont
public partial class FontSpritefont : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Font Spritefont";
public string Title => "raylib [text] example - font spritefont";
private string msg1;
private string msg2;
private string msg3;
private Font font1;
private Font font2;
private Font font3;
private Vector2 fontPosition1;
private Vector2 fontPosition2;
private Vector2 fontPosition3;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite font loading");
string msg1 = "THIS IS A custom SPRITE FONT...";
string msg2 = "...and this is ANOTHER CUSTOM font...";
string msg3 = "...and a THIRD one! GREAT! :D";
msg1 = "THIS IS A custom SPRITE FONT...";
msg2 = "...and this is ANOTHER CUSTOM font...";
msg3 = "...and a THIRD one! GREAT! :D";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
Font font1 = LoadFont("resources/fonts/custom_mecha.png");
Font font2 = LoadFont("resources/fonts/custom_alagard.png");
Font font3 = LoadFont("resources/fonts/custom_jupiter_crash.png");
font1 = LoadFont("resources/custom_mecha.png"); // Font loading
font2 = LoadFont("resources/custom_alagard.png"); // Font loading
font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
Vector2 fontPosition1 = new(
fontPosition1 = new(
screenWidth / 2 - MeasureTextEx(font1, msg1, font1.BaseSize, -3).X / 2,
screenHeight / 2 - font1.BaseSize / 2 - 80
);
Vector2 fontPosition2 = new(
fontPosition2 = new(
screenWidth / 2 - MeasureTextEx(font2, msg2, font2.BaseSize, -2).X / 2,
screenHeight / 2 - font2.BaseSize / 2 - 10
);
Vector2 fontPosition3 = new(
fontPosition3 = new(
screenWidth / 2 - MeasureTextEx(font3, msg3, font3.BaseSize, 2).X / 2,
screenHeight / 2 - font3.BaseSize / 2 + 50
);
}
SetTargetFPS(60);
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawTextEx(font1, msg1, fontPosition1, font1.BaseSize, -3, Color.White);
DrawTextEx(font2, msg2, fontPosition2, font2.BaseSize, -2, Color.White);
DrawTextEx(font3, msg3, fontPosition3, font3.BaseSize, 2, Color.White);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadFont(font1); // Font unloading
UnloadFont(font2); // Font unloading
UnloadFont(font3); // Font unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - font spritefont");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FontSpritefont();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawTextEx(font1, msg1, fontPosition1, font1.BaseSize, -3, Color.White);
DrawTextEx(font2, msg2, fontPosition2, font2.BaseSize, -2, Color.White);
DrawTextEx(font3, msg3, fontPosition3, font3.BaseSize, 2, Color.White);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(font1);
UnloadFont(font2);
UnloadFont(font3);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [text] example - Text formatting
* raylib [text] example - format text
*
* This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 1/4
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.1, last time updated with raylib 3.0
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -13,49 +17,72 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
public class FormatText
public partial class FormatText : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Format Text";
public string Title => "raylib [text] example - format text";
private int score;
private int hiscore;
private int lives;
public void Init()
{
score = 100020;
hiscore = 200450;
lives = 5;
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText($"Score: {score:D8}", 200, 80, 20, Color.Red);
DrawText($"HiScore: {hiscore:D8}", 200, 120, 20, Color.Green);
DrawText($"Lives: {lives:D2}", 200, 160, 40, Color.Blue);
DrawText($"Elapsed Time: {GetFrameTime() * 1000:F2} ms", 200, 220, 20, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - format text");
InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting");
int score = 100020;
int hiscore = 200450;
int lives = 5;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FormatText();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText($"Score: {score}", 200, 80, 20, Color.Red);
DrawText($"HiScore: {hiscore}", 200, 120, 20, Color.Green);
DrawText($"Lives: {lives}", 200, 160, 40, Color.Blue);
DrawText($"Elapsed Time: {GetFrameTime() * 1000} ms", 200, 220, 20, Color.Black);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [text] example - Input Box
* raylib [text] example - input box
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.7, last time updated with raylib 3.5
*
* 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) 2017-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -13,149 +17,179 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
public class InputBox
public partial class InputBox : IExample
{
public const int MaxInputChars = 9;
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Input Box";
public string Title => "raylib [text] example - input box";
private char[] name;
private int letterCount;
private Rectangle textBox;
private bool mouseOnText;
private int framesCounter;
public void Init()
{
// NOTE: One extra space required for null terminator char '\0'
name = new char[MaxInputChars + 1];
letterCount = 0;
textBox = new(screenWidth / 2 - 100, 180, 225, 50);
mouseOnText = false;
framesCounter = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (CheckCollisionPointRec(GetMousePosition(), textBox))
{
mouseOnText = true;
}
else
{
mouseOnText = false;
}
if (mouseOnText)
{
// Set the window's cursor to the I-Beam
SetMouseCursor(MouseCursor.IBeam);
// Get char pressed (unicode character) on the queue
var key = GetCharPressed();
// Check if more characters have been pressed on the same frame
while (key > 0)
{
// NOTE: Only allow keys in range [32..125]
if ((key >= 32) && (key <= 125) && (letterCount < MaxInputChars))
{
name[letterCount] = (char)key;
name[letterCount + 1] = '\0'; // Add null terminator at the end of the string
letterCount++;
}
key = GetCharPressed(); // Check next character in the queue
}
if (IsKeyPressed(KeyboardKey.Backspace))
{
letterCount -= 1;
if (letterCount < 0)
{
letterCount = 0;
}
name[letterCount] = '\0';
}
}
else
{
SetMouseCursor(MouseCursor.Default);
}
if (mouseOnText)
{
framesCounter += 1;
}
else
{
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, Color.Gray);
DrawRectangleRec(textBox, Color.LightGray);
if (mouseOnText)
{
DrawRectangleLines(
(int)textBox.X,
(int)textBox.Y,
(int)textBox.Width,
(int)textBox.Height,
Color.Red
);
}
else
{
DrawRectangleLines(
(int)textBox.X,
(int)textBox.Y,
(int)textBox.Width,
(int)textBox.Height,
Color.DarkGray
);
}
DrawText(new string(name), (int)textBox.X + 5, (int)textBox.Y + 8, 40, Color.Maroon);
DrawText($"INPUT CHARS: {letterCount}/{MaxInputChars}", 315, 250, 20, Color.DarkGray);
if (mouseOnText)
{
if (letterCount < MaxInputChars)
{
// Draw blinking underscore char
if ((framesCounter / 20 % 2) == 0)
{
DrawText(
"_",
(int)textBox.X + 8 + MeasureText(new string(name), 40),
(int)textBox.Y + 12,
40,
Color.Maroon
);
}
}
else
{
DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, Color.Gray);
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - input box");
// NOTE: One extra space required for line ending char '\0'
char[] name = new char[MaxInputChars];
int letterCount = 0;
Rectangle textBox = new(screenWidth / 2 - 100, 180, 225, 50);
bool mouseOnText = false;
int framesCounter = 0;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new InputBox();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (CheckCollisionPointRec(GetMousePosition(), textBox))
{
mouseOnText = true;
}
else
{
mouseOnText = false;
}
if (mouseOnText)
{
// Set the window's cursor to the I-Beam
SetMouseCursor(MouseCursor.IBeam);
// Check if more characters have been pressed on the same frame
int key = GetCharPressed();
while (key > 0)
{
// NOTE: Only allow keys in range [32..125]
if ((key >= 32) && (key <= 125) && (letterCount < MaxInputChars))
{
name[letterCount] = (char)key;
letterCount++;
}
// Check next character in the queue
key = GetCharPressed();
}
if (IsKeyPressed(KeyboardKey.Backspace))
{
letterCount -= 1;
if (letterCount < 0)
{
letterCount = 0;
}
name[letterCount] = '\0';
}
}
else
{
SetMouseCursor(MouseCursor.Default);
}
if (mouseOnText)
{
framesCounter += 1;
}
else
{
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, Color.Gray);
DrawRectangleRec(textBox, Color.LightGray);
if (mouseOnText)
{
DrawRectangleLines(
(int)textBox.X,
(int)textBox.Y,
(int)textBox.Width,
(int)textBox.Height,
Color.Red
);
}
else
{
DrawRectangleLines(
(int)textBox.X,
(int)textBox.Y,
(int)textBox.Width,
(int)textBox.Height,
Color.DarkGray
);
}
DrawText(new string(name), (int)textBox.X + 5, (int)textBox.Y + 8, 40, Color.Maroon);
DrawText($"INPUT CHARS: {letterCount}/{MaxInputChars}", 315, 250, 20, Color.DarkGray);
if (mouseOnText)
{
if (letterCount < MaxInputChars)
{
// Draw blinking underscore char
if ((framesCounter / 20 % 2) == 0)
{
DrawText(
"_",
(int)textBox.X + 8 + MeasureText(new string(name), 40),
(int)textBox.Y + 12,
40,
Color.Maroon
);
}
}
else
{
DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, Color.Gray);
}
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();

View file

@ -1,14 +1,18 @@
/*******************************************************************************************
*
* raylib [text] example - raylib font loading and usage
* raylib [text] example - sprite fonts
*
* Example complexity rating: [] 1/4
*
* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
* To view details and credits for those fonts, check raylib license file
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.7, last time updated with raylib 3.7
*
* Copyright (c) 2017 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) 2017-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -17,32 +21,38 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
public class RaylibFonts
public partial class RaylibFonts : IExample
{
public const int MaxFonts = 8;
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Raylib Fonts";
public string Title => "raylib [text] example - sprite fonts";
private Font[] fonts;
private string[] messages;
private int[] spacings;
private Vector2[] positions;
private Color[] colors;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Font[] fonts = new Font[MaxFonts];
fonts = new Font[MaxFonts];
fonts[0] = LoadFont("resources/fonts/alagard.png");
fonts[1] = LoadFont("resources/fonts/pixelplay.png");
fonts[2] = LoadFont("resources/fonts/mecha.png");
fonts[3] = LoadFont("resources/fonts/setback.png");
fonts[4] = LoadFont("resources/fonts/romulus.png");
fonts[5] = LoadFont("resources/fonts/pixantiqua.png");
fonts[6] = LoadFont("resources/fonts/alpha_beta.png");
fonts[7] = LoadFont("resources/fonts/jupiter_crash.png");
fonts[0] = LoadFont("resources/sprite_fonts/alagard.png");
fonts[1] = LoadFont("resources/sprite_fonts/pixelplay.png");
fonts[2] = LoadFont("resources/sprite_fonts/mecha.png");
fonts[3] = LoadFont("resources/sprite_fonts/setback.png");
fonts[4] = LoadFont("resources/sprite_fonts/romulus.png");
fonts[5] = LoadFont("resources/sprite_fonts/pixantiqua.png");
fonts[6] = LoadFont("resources/sprite_fonts/alpha_beta.png");
fonts[7] = LoadFont("resources/sprite_fonts/jupiter_crash.png");
string[] messages = new string[MaxFonts] {
messages = new string[MaxFonts] {
"ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
"MECHA FONT designed by Captain Falcon",
@ -53,12 +63,12 @@ public class RaylibFonts
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)"
};
int[] spacings = new int[MaxFonts] { 2, 4, 8, 4, 3, 4, 4, 1 };
Vector2[] positions = new Vector2[MaxFonts];
spacings = new int[MaxFonts] { 2, 4, 8, 4, 3, 4, 4, 1 };
positions = new Vector2[MaxFonts];
for (int i = 0; i < MaxFonts; i++)
for (var i = 0; i < MaxFonts; i++)
{
float halfWidth = MeasureTextEx(fonts[i], messages[i], fonts[i].BaseSize * 2, spacings[i]).X / 2;
var halfWidth = MeasureTextEx(fonts[i], messages[i], fonts[i].BaseSize * 2, spacings[i]).X / 2;
positions[i].X = screenWidth / 2 - halfWidth;
positions[i].Y = 60 + fonts[i].BaseSize + 45 * i;
}
@ -68,7 +78,7 @@ public class RaylibFonts
positions[4].Y += 2;
positions[7].Y -= 8;
Color[] colors = new Color[MaxFonts] {
colors = new Color[MaxFonts] {
Color.Maroon,
Color.Orange,
Color.DarkGreen,
@ -78,44 +88,61 @@ public class RaylibFonts
Color.Gold,
Color.Red
};
//--------------------------------------------------------------------------------------
}
// Main game loop
while (!WindowShouldClose())
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("free sprite fonts included with raylib", 220, 20, 20, Color.DarkGray);
DrawLine(220, 50, 600, 50, Color.DarkGray);
for (var i = 0; i < MaxFonts; i++)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("free fonts included with raylib", 250, 20, 20, Color.DarkGray);
DrawLine(220, 50, 590, 50, Color.DarkGray);
for (int i = 0; i < MaxFonts; i++)
{
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].BaseSize * 2, spacings[i], colors[i]);
}
EndDrawing();
//----------------------------------------------------------------------------------
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].BaseSize * 2, spacings[i], colors[i]);
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < MaxFonts; i++)
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// Fonts unloading
for (var i = 0; i < MaxFonts; i++)
{
UnloadFont(fonts[i]);
}
}
CloseWindow();
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new RaylibFonts();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -1,153 +1,172 @@
/*******************************************************************************************
*
* raylib [text] example - rectangle bounds
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Text;
public class RectangleBounds
public partial class RectangleBounds : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
// Minimum width and heigh for the container rectangle
private const float minWidth = 60;
private const float minHeight = 60;
private const float maxWidth = screenWidth - 50.0f;
private const float maxHeight = screenHeight - 160.0f;
public string Name => "Text / Rectangle Bounds";
public string Title => "raylib [text] example - rectangle bounds";
private string text;
private bool resizing;
private bool wordWrap;
private Rectangle container;
private Rectangle resizer;
private Vector2 lastMouse;
private Color borderColor;
private Font font;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
text = "Text cannot escape\tthis container\t...word wrap also works when active so here's " +
"a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod " +
"tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
resizing = false;
wordWrap = true;
string text = "";
text += "Text cannot escape this container ...word wrap also works when active so here's a long text for testing.";
text += "\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor ";
text += "incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
bool resizing = false;
bool wordWrap = true;
Rectangle container = new(25, 25, screenWidth - 50, screenHeight - 250);
Rectangle resizer = new(
container = new(25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f);
resizer = new(
container.X + container.Width - 17,
container.Y + container.Height - 17,
14,
14
);
// Minimum width and heigh for the container rectangle
const int minWidth = 60;
const int minHeight = 60;
const int maxWidth = screenWidth - 50;
const int maxHeight = screenHeight - 160;
lastMouse = new(0.0f, 0.0f); // Stores last mouse coordinates
borderColor = Color.Maroon; // Container border color
font = GetFontDefault(); // Get default system font
}
Vector2 lastMouse = new(0.0f, 0.0f);
Color borderColor = Color.Maroon;
Font font = GetFontDefault();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
wordWrap = !wordWrap;
}
Vector2 mouse = GetMousePosition();
// Check if the mouse is inside the container and toggle border color
if (CheckCollisionPointRec(mouse, container))
{
borderColor = ColorAlpha(Color.Maroon, 0.4f);
}
else if (!resizing)
{
borderColor = Color.Maroon;
}
// Container resizing logic
if (resizing)
{
if (IsMouseButtonReleased(MouseButton.Left))
{
resizing = false;
}
int width = (int)(container.Width + (mouse.X - lastMouse.X));
container.Width = (width > minWidth) ? ((width < maxWidth) ? width : maxWidth) : minWidth;
int height = (int)(container.Height + (mouse.Y - lastMouse.Y));
container.Height = (height > minHeight) ? ((height < maxHeight) ? height : maxHeight) : minHeight;
}
else
{
// Check if we're resizing
if (IsMouseButtonDown(MouseButton.Left) && CheckCollisionPointRec(mouse, resizer))
{
resizing = true;
}
}
// Move resizer rectangle properly
resizer.X = container.X + container.Width - 17;
resizer.Y = container.Y + container.Height - 17;
lastMouse = mouse; // Update mouse
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw container border
DrawRectangleLinesEx(container, 3, borderColor);
// Draw text in container (add some padding)
DrawTextBoxed(
font,
text,
new Rectangle(container.X + 4, container.Y + 4, container.Width - 4, container.Height - 4),
20.0f,
2.0f,
wordWrap,
Color.Gray
);
DrawRectangleRec(resizer, borderColor);
// Draw bottom info
DrawRectangle(0, screenHeight - 54, screenWidth, 54, Color.Gray);
DrawRectangleRec(new Rectangle(382, screenHeight - 34, 12, 12), Color.Maroon);
DrawText("Word Wrap: ", 313, screenHeight - 115, 20, Color.Black);
if (wordWrap)
{
DrawText("ON", 447, screenHeight - 115, 20, Color.Red);
}
else
{
DrawText("OFF", 447, screenHeight - 115, 20, Color.Black);
}
DrawText("Press [SPACE] to toggle word wrap", 218, screenHeight - 86, 20, Color.Gray);
DrawText("Click hold & drag the to resize the container", 155, screenHeight - 38, 20, Color.RayWhite);
EndDrawing();
//----------------------------------------------------------------------------------
wordWrap = !wordWrap;
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
var mouse = GetMousePosition();
return 0;
// Check if the mouse is inside the container and toggle border color
if (CheckCollisionPointRec(mouse, container))
{
borderColor = Fade(Color.Maroon, 0.4f);
}
else if (!resizing)
{
borderColor = Color.Maroon;
}
// Container resizing logic
if (resizing)
{
if (IsMouseButtonReleased(MouseButton.Left))
{
resizing = false;
}
var width = container.Width + (mouse.X - lastMouse.X);
container.Width = (width > minWidth) ? ((width < maxWidth) ? width : maxWidth) : minWidth;
var height = container.Height + (mouse.Y - lastMouse.Y);
container.Height = (height > minHeight) ? ((height < maxHeight) ? height : maxHeight) : minHeight;
}
else
{
// Check if we're resizing
if (IsMouseButtonDown(MouseButton.Left) && CheckCollisionPointRec(mouse, resizer))
{
resizing = true;
}
}
// Move resizer rectangle properly
resizer.X = container.X + container.Width - 17;
resizer.Y = container.Y + container.Height - 17;
lastMouse = mouse; // Update mouse
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawRectangleLinesEx(container, 3, borderColor); // Draw container border
// Draw text in container (add some padding)
DrawTextBoxed(
font,
text,
new Rectangle(container.X + 4, container.Y + 4, container.Width - 4, container.Height - 4),
20.0f,
2.0f,
wordWrap,
Color.Gray
);
DrawRectangleRec(resizer, borderColor); // Draw the resize box
// Draw bottom info
DrawRectangle(0, screenHeight - 54, screenWidth, 54, Color.Gray);
DrawRectangleRec(new Rectangle(382, screenHeight - 34, 12, 12), Color.Maroon);
DrawText("Word Wrap: ", 313, screenHeight - 115, 20, Color.Black);
if (wordWrap)
{
DrawText("ON", 447, screenHeight - 115, 20, Color.Red);
}
else
{
DrawText("OFF", 447, screenHeight - 115, 20, Color.Black);
}
DrawText("Press [SPACE] to toggle word wrap", 218, screenHeight - 86, 20, Color.Gray);
DrawText("Click hold & drag the to resize the container", 155, screenHeight - 38, 20, Color.RayWhite);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
// Draw text using font inside rectangle limits
static void DrawTextBoxed(
private static void DrawTextBoxed(
Font font,
string text,
Rectangle rec,
@ -161,7 +180,7 @@ public class RectangleBounds
}
// Draw text using font inside rectangle limits with support for text selection
static unsafe void DrawTextBoxedSelectable(
private static unsafe void DrawTextBoxedSelectable(
Font font,
string text,
Rectangle rec,
@ -175,37 +194,37 @@ public class RectangleBounds
Color selectBackTint
)
{
int length = text.Length;
var length = text.Length;
// Offset between lines (on line break '\n')
float textOffsetY = 0;
// Offset X to next character to draw
float textOffsetX = 0.0f;
var textOffsetX = 0.0f;
// Character rectangle scaling factor
float scaleFactor = fontSize / (float)font.BaseSize;
var scaleFactor = fontSize / (float)font.BaseSize;
// Word/character wrapping mechanism variables
bool shouldMeasure = wordWrap;
var shouldMeasure = wordWrap;
// Index where to begin drawing (where a line begins)
int startLine = -1;
var startLine = -1;
// Index where to stop drawing (where a line ends)
int endLine = -1;
var endLine = -1;
// Holds last value of the character position
int lastk = -1;
var lastk = -1;
using var textNative = new Utf8Buffer(text);
for (int i = 0, k = 0; i < length; i++, k++)
{
// Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0;
int codepoint = GetCodepoint(&textNative.AsPointer()[i], &codepointByteCount);
int index = GetGlyphIndex(font, codepoint);
var codepointByteCount = 0;
var codepoint = GetCodepoint(&textNative.AsPointer()[i], &codepointByteCount);
var index = GetGlyphIndex(font, codepoint);
// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol moving one byte
@ -275,7 +294,7 @@ public class RectangleBounds
glyphWidth = 0;
// Save character position when we switch states
int tmp = lastk;
var tmp = lastk;
lastk = k - 1;
k = tmp;
}
@ -305,7 +324,7 @@ public class RectangleBounds
}
// Draw selection background
bool isGlyphSelected = false;
var isGlyphSelected = false;
if ((selectStart >= 0) && (k >= selectStart) && (k < (selectStart + selectLength)))
{
DrawRectangleRec(
@ -354,4 +373,32 @@ public class RectangleBounds
}
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - rectangle bounds");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new RectangleBounds();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -1,330 +1,513 @@
/*******************************************************************************************
*
* raylib [text] example - Using unicode with raylib
* raylib [text] example - unicode emojis
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Vlad Adrian (@demizdor) and 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) 2019-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using System.Text;
using Raylib_cs;
using static Raylib_cs.Raylib;
using static Raylib_cs.Color;
namespace Examples.Text
namespace Examples.Text;
public class Unicode
{
public class Unicode
{
const int EMOJI_PER_WIDTH = 8;
const int EMOJI_PER_HEIGHT = 4;
const int EmojiPerWidth = 8;
const int EmojiPerHeight = 4;
// String containing 180 emoji codepoints separated by a '\0' char
string emojiCodepoints = @"\xF0\x9F\x8C\x80\x00\xF0\x9F\x98\x80\x00\xF0\x9F\x98\x82\x00\xF0\x9F\xA4\xA3\x00\xF0\x9F\x98\x83\x00\xF0\x9F\x98\x86\x00\xF0\x9F\x98\x89\x00"
"\xF0\x9F\x98\x8B\x00\xF0\x9F\x98\x8E\x00\xF0\x9F\x98\x8D\x00\xF0\x9F\x98\x98\x00\xF0\x9F\x98\x97\x00\xF0\x9F\x98\x99\x00\xF0\x9F\x98\x9A\x00\xF0\x9F\x99\x82\x00"
"\xF0\x9F\xA4\x97\x00\xF0\x9F\xA4\xA9\x00\xF0\x9F\xA4\x94\x00\xF0\x9F\xA4\xA8\x00\xF0\x9F\x98\x90\x00\xF0\x9F\x98\x91\x00\xF0\x9F\x98\xB6\x00\xF0\x9F\x99\x84\x00"
"\xF0\x9F\x98\x8F\x00\xF0\x9F\x98\xA3\x00\xF0\x9F\x98\xA5\x00\xF0\x9F\x98\xAE\x00\xF0\x9F\xA4\x90\x00\xF0\x9F\x98\xAF\x00\xF0\x9F\x98\xAA\x00\xF0\x9F\x98\xAB\x00"
"\xF0\x9F\x98\xB4\x00\xF0\x9F\x98\x8C\x00\xF0\x9F\x98\x9B\x00\xF0\x9F\x98\x9D\x00\xF0\x9F\xA4\xA4\x00\xF0\x9F\x98\x92\x00\xF0\x9F\x98\x95\x00\xF0\x9F\x99\x83\x00"
"\xF0\x9F\xA4\x91\x00\xF0\x9F\x98\xB2\x00\xF0\x9F\x99\x81\x00\xF0\x9F\x98\x96\x00\xF0\x9F\x98\x9E\x00\xF0\x9F\x98\x9F\x00\xF0\x9F\x98\xA4\x00\xF0\x9F\x98\xA2\x00"
"\xF0\x9F\x98\xAD\x00\xF0\x9F\x98\xA6\x00\xF0\x9F\x98\xA9\x00\xF0\x9F\xA4\xAF\x00\xF0\x9F\x98\xAC\x00\xF0\x9F\x98\xB0\x00\xF0\x9F\x98\xB1\x00\xF0\x9F\x98\xB3\x00"
"\xF0\x9F\xA4\xAA\x00\xF0\x9F\x98\xB5\x00\xF0\x9F\x98\xA1\x00\xF0\x9F\x98\xA0\x00\xF0\x9F\xA4\xAC\x00\xF0\x9F\x98\xB7\x00\xF0\x9F\xA4\x92\x00\xF0\x9F\xA4\x95\x00"
"\xF0\x9F\xA4\xA2\x00\xF0\x9F\xA4\xAE\x00\xF0\x9F\xA4\xA7\x00\xF0\x9F\x98\x87\x00\xF0\x9F\xA4\xA0\x00\xF0\x9F\xA4\xAB\x00\xF0\x9F\xA4\xAD\x00\xF0\x9F\xA7\x90\x00"
"\xF0\x9F\xA4\x93\x00\xF0\x9F\x98\x88\x00\xF0\x9F\x91\xBF\x00\xF0\x9F\x91\xB9\x00\xF0\x9F\x91\xBA\x00\xF0\x9F\x92\x80\x00\xF0\x9F\x91\xBB\x00\xF0\x9F\x91\xBD\x00"
"\xF0\x9F\x91\xBE\x00\xF0\x9F\xA4\x96\x00\xF0\x9F\x92\xA9\x00\xF0\x9F\x98\xBA\x00\xF0\x9F\x98\xB8\x00\xF0\x9F\x98\xB9\x00\xF0\x9F\x98\xBB\x00\xF0\x9F\x98\xBD\x00"
"\xF0\x9F\x99\x80\x00\xF0\x9F\x98\xBF\x00\xF0\x9F\x8C\xBE\x00\xF0\x9F\x8C\xBF\x00\xF0\x9F\x8D\x80\x00\xF0\x9F\x8D\x83\x00\xF0\x9F\x8D\x87\x00\xF0\x9F\x8D\x93\x00"
"\xF0\x9F\xA5\x9D\x00\xF0\x9F\x8D\x85\x00\xF0\x9F\xA5\xA5\x00\xF0\x9F\xA5\x91\x00\xF0\x9F\x8D\x86\x00\xF0\x9F\xA5\x94\x00\xF0\x9F\xA5\x95\x00\xF0\x9F\x8C\xBD\x00"
"\xF0\x9F\x8C\xB6\x00\xF0\x9F\xA5\x92\x00\xF0\x9F\xA5\xA6\x00\xF0\x9F\x8D\x84\x00\xF0\x9F\xA5\x9C\x00\xF0\x9F\x8C\xB0\x00\xF0\x9F\x8D\x9E\x00\xF0\x9F\xA5\x90\x00"
"\xF0\x9F\xA5\x96\x00\xF0\x9F\xA5\xA8\x00\xF0\x9F\xA5\x9E\x00\xF0\x9F\xA7\x80\x00\xF0\x9F\x8D\x96\x00\xF0\x9F\x8D\x97\x00\xF0\x9F\xA5\xA9\x00\xF0\x9F\xA5\x93\x00"
"\xF0\x9F\x8D\x94\x00\xF0\x9F\x8D\x9F\x00\xF0\x9F\x8D\x95\x00\xF0\x9F\x8C\xAD\x00\xF0\x9F\xA5\xAA\x00\xF0\x9F\x8C\xAE\x00\xF0\x9F\x8C\xAF\x00\xF0\x9F\xA5\x99\x00"
"\xF0\x9F\xA5\x9A\x00\xF0\x9F\x8D\xB3\x00\xF0\x9F\xA5\x98\x00\xF0\x9F\x8D\xB2\x00\xF0\x9F\xA5\xA3\x00\xF0\x9F\xA5\x97\x00\xF0\x9F\x8D\xBF\x00\xF0\x9F\xA5\xAB\x00"
"\xF0\x9F\x8D\xB1\x00\xF0\x9F\x8D\x98\x00\xF0\x9F\x8D\x9D\x00\xF0\x9F\x8D\xA0\x00\xF0\x9F\x8D\xA2\x00\xF0\x9F\x8D\xA5\x00\xF0\x9F\x8D\xA1\x00\xF0\x9F\xA5\x9F\x00"
"\xF0\x9F\xA5\xA1\x00\xF0\x9F\x8D\xA6\x00\xF0\x9F\x8D\xAA\x00\xF0\x9F\x8E\x82\x00\xF0\x9F\x8D\xB0\x00\xF0\x9F\xA5\xA7\x00\xF0\x9F\x8D\xAB\x00\xF0\x9F\x8D\xAF\x00"
"\xF0\x9F\x8D\xBC\x00\xF0\x9F\xA5\x9B\x00\xF0\x9F\x8D\xB5\x00\xF0\x9F\x8D\xB6\x00\xF0\x9F\x8D\xBE\x00\xF0\x9F\x8D\xB7\x00\xF0\x9F\x8D\xBB\x00\xF0\x9F\xA5\x82\x00"
"\xF0\x9F\xA5\x83\x00\xF0\x9F\xA5\xA4\x00\xF0\x9F\xA5\xA2\x00\xF0\x9F\x91\x81\x00\xF0\x9F\x91\x85\x00\xF0\x9F\x91\x84\x00\xF0\x9F\x92\x8B\x00\xF0\x9F\x92\x98\x00"
"\xF0\x9F\x92\x93\x00\xF0\x9F\x92\x97\x00\xF0\x9F\x92\x99\x00\xF0\x9F\x92\x9B\x00\xF0\x9F\xA7\xA1\x00\xF0\x9F\x92\x9C\x00\xF0\x9F\x96\xA4\x00\xF0\x9F\x92\x9D\x00"
// Arrays that holds the random emojis
struct EmojiInfo
{
public int Index; // Index inside `emojiCodepoints`
public int Message; // Message index
public Color Color; // Emoji color
}
static EmojiInfo[] emoji = new EmojiInfo[EmojiPerWidth * EmojiPerHeight];
static int hovered = -1;
static int selected = -1;
struct Message
{
public string Text;
public string Language;
public Message(string text, string language)
{
Text = text;
Language = language;
}
}
// String containing 180 emoji codepoints separated by a '\0' char
const string EmojiCodepoints =
"\xF0\x9F\x8C\x80\x00\xF0\x9F\x98\x80\x00\xF0\x9F\x98\x82\x00\xF0\x9F\xA4\xA3\x00\xF0\x9F\x98\x83\x00\xF0\x9F\x98\x86\x00\xF0\x9F\x98\x89\x00" +
"\xF0\x9F\x98\x8B\x00\xF0\x9F\x98\x8E\x00\xF0\x9F\x98\x8D\x00\xF0\x9F\x98\x98\x00\xF0\x9F\x98\x97\x00\xF0\x9F\x98\x99\x00\xF0\x9F\x98\x9A\x00\xF0\x9F\x99\x82\x00" +
"\xF0\x9F\xA4\x97\x00\xF0\x9F\xA4\xA9\x00\xF0\x9F\xA4\x94\x00\xF0\x9F\xA4\xA8\x00\xF0\x9F\x98\x90\x00\xF0\x9F\x98\x91\x00\xF0\x9F\x98\xB6\x00\xF0\x9F\x99\x84\x00" +
"\xF0\x9F\x98\x8F\x00\xF0\x9F\x98\xA3\x00\xF0\x9F\x98\xA5\x00\xF0\x9F\x98\xAE\x00\xF0\x9F\xA4\x90\x00\xF0\x9F\x98\xAF\x00\xF0\x9F\x98\xAA\x00\xF0\x9F\x98\xAB\x00" +
"\xF0\x9F\x98\xB4\x00\xF0\x9F\x98\x8C\x00\xF0\x9F\x98\x9B\x00\xF0\x9F\x98\x9D\x00\xF0\x9F\xA4\xA4\x00\xF0\x9F\x98\x92\x00\xF0\x9F\x98\x95\x00\xF0\x9F\x99\x83\x00" +
"\xF0\x9F\xA4\x91\x00\xF0\x9F\x98\xB2\x00\xF0\x9F\x99\x81\x00\xF0\x9F\x98\x96\x00\xF0\x9F\x98\x9E\x00\xF0\x9F\x98\x9F\x00\xF0\x9F\x98\xA4\x00\xF0\x9F\x98\xA2\x00" +
"\xF0\x9F\x98\xAD\x00\xF0\x9F\x98\xA6\x00\xF0\x9F\x98\xA9\x00\xF0\x9F\xA4\xAF\x00\xF0\x9F\x98\xAC\x00\xF0\x9F\x98\xB0\x00\xF0\x9F\x98\xB1\x00\xF0\x9F\x98\xB3\x00" +
"\xF0\x9F\xA4\xAA\x00\xF0\x9F\x98\xB5\x00\xF0\x9F\x98\xA1\x00\xF0\x9F\x98\xA0\x00\xF0\x9F\xA4\xAC\x00\xF0\x9F\x98\xB7\x00\xF0\x9F\xA4\x92\x00\xF0\x9F\xA4\x95\x00" +
"\xF0\x9F\xA4\xA2\x00\xF0\x9F\xA4\xAE\x00\xF0\x9F\xA4\xA7\x00\xF0\x9F\x98\x87\x00\xF0\x9F\xA4\xA0\x00\xF0\x9F\xA4\xAB\x00\xF0\x9F\xA4\xAD\x00\xF0\x9F\xA7\x90\x00" +
"\xF0\x9F\xA4\x93\x00\xF0\x9F\x98\x88\x00\xF0\x9F\x91\xBF\x00\xF0\x9F\x91\xB9\x00\xF0\x9F\x91\xBA\x00\xF0\x9F\x92\x80\x00\xF0\x9F\x91\xBB\x00\xF0\x9F\x91\xBD\x00" +
"\xF0\x9F\x91\xBE\x00\xF0\x9F\xA4\x96\x00\xF0\x9F\x92\xA9\x00\xF0\x9F\x98\xBA\x00\xF0\x9F\x98\xB8\x00\xF0\x9F\x98\xB9\x00\xF0\x9F\x98\xBB\x00\xF0\x9F\x98\xBD\x00" +
"\xF0\x9F\x99\x80\x00\xF0\x9F\x98\xBF\x00\xF0\x9F\x8C\xBE\x00\xF0\x9F\x8C\xBF\x00\xF0\x9F\x8D\x80\x00\xF0\x9F\x8D\x83\x00\xF0\x9F\x8D\x87\x00\xF0\x9F\x8D\x93\x00" +
"\xF0\x9F\xA5\x9D\x00\xF0\x9F\x8D\x85\x00\xF0\x9F\xA5\xA5\x00\xF0\x9F\xA5\x91\x00\xF0\x9F\x8D\x86\x00\xF0\x9F\xA5\x94\x00\xF0\x9F\xA5\x95\x00\xF0\x9F\x8C\xBD\x00" +
"\xF0\x9F\x8C\xB6\x00\xF0\x9F\xA5\x92\x00\xF0\x9F\xA5\xA6\x00\xF0\x9F\x8D\x84\x00\xF0\x9F\xA5\x9C\x00\xF0\x9F\x8C\xB0\x00\xF0\x9F\x8D\x9E\x00\xF0\x9F\xA5\x90\x00" +
"\xF0\x9F\xA5\x96\x00\xF0\x9F\xA5\xA8\x00\xF0\x9F\xA5\x9E\x00\xF0\x9F\xA7\x80\x00\xF0\x9F\x8D\x96\x00\xF0\x9F\x8D\x97\x00\xF0\x9F\xA5\xA9\x00\xF0\x9F\xA5\x93\x00" +
"\xF0\x9F\x8D\x94\x00\xF0\x9F\x8D\x9F\x00\xF0\x9F\x8D\x95\x00\xF0\x9F\x8C\xAD\x00\xF0\x9F\xA5\xAA\x00\xF0\x9F\x8C\xAE\x00\xF0\x9F\x8C\xAF\x00\xF0\x9F\xA5\x99\x00" +
"\xF0\x9F\xA5\x9A\x00\xF0\x9F\x8D\xB3\x00\xF0\x9F\xA5\x98\x00\xF0\x9F\x8D\xB2\x00\xF0\x9F\xA5\xA3\x00\xF0\x9F\xA5\x97\x00\xF0\x9F\x8D\xBF\x00\xF0\x9F\xA5\xAB\x00" +
"\xF0\x9F\x8D\xB1\x00\xF0\x9F\x8D\x98\x00\xF0\x9F\x8D\x9D\x00\xF0\x9F\x8D\xA0\x00\xF0\x9F\x8D\xA2\x00\xF0\x9F\x8D\xA5\x00\xF0\x9F\x8D\xA1\x00\xF0\x9F\xA5\x9F\x00" +
"\xF0\x9F\xA5\xA1\x00\xF0\x9F\x8D\xA6\x00\xF0\x9F\x8D\xAA\x00\xF0\x9F\x8E\x82\x00\xF0\x9F\x8D\xB0\x00\xF0\x9F\xA5\xA7\x00\xF0\x9F\x8D\xAB\x00\xF0\x9F\x8D\xAF\x00" +
"\xF0\x9F\x8D\xBC\x00\xF0\x9F\xA5\x9B\x00\xF0\x9F\x8D\xB5\x00\xF0\x9F\x8D\xB6\x00\xF0\x9F\x8D\xBE\x00\xF0\x9F\x8D\xB7\x00\xF0\x9F\x8D\xBB\x00\xF0\x9F\xA5\x82\x00" +
"\xF0\x9F\xA5\x83\x00\xF0\x9F\xA5\xA4\x00\xF0\x9F\xA5\xA2\x00\xF0\x9F\x91\x81\x00\xF0\x9F\x91\x85\x00\xF0\x9F\x91\x84\x00\xF0\x9F\x92\x8B\x00\xF0\x9F\x92\x98\x00" +
"\xF0\x9F\x92\x93\x00\xF0\x9F\x92\x97\x00\xF0\x9F\x92\x99\x00\xF0\x9F\x92\x9B\x00\xF0\x9F\xA7\xA1\x00\xF0\x9F\x92\x9C\x00\xF0\x9F\x96\xA4\x00\xF0\x9F\x92\x9D\x00" +
"\xF0\x9F\x92\x9F\x00\xF0\x9F\x92\x8C\x00\xF0\x9F\x92\xA4\x00\xF0\x9F\x92\xA2\x00\xF0\x9F\x92\xA3\x00";
struct {
string text;
string language;
}
const messages[] = { // Array containing all of the emojis messages
{"\x46\x61\x6C\x73\x63\x68\x65\x73\x20\xC3\x9C\x62\x65\x6E\x20\x76\x6F\x6E\x20\x58\x79\x6C\x6F\x70\x68\x6F\x6E\x6D\x75\x73\x69\x6B\x20\x71\x75\xC3\xA4\x6C"
"\x74\x20\x6A\x65\x64\x65\x6E\x20\x67\x72\xC3\xB6\xC3\x9F\x65\x72\x65\x6E\x20\x5A\x77\x65\x72\x67", "German"},
{"\x42\x65\x69\xC3\x9F\x20\x6E\x69\x63\x68\x74\x20\x69\x6E\x20\x64\x69\x65\x20\x48\x61\x6E\x64\x2C\x20\x64\x69\x65\x20\x64\x69\x63\x68\x20\x66\xC3\xBC\x74"
"\x74\x65\x72\x74\x2E", "German"},
{"\x41\x75\xC3\x9F\x65\x72\x6F\x72\x64\x65\x6E\x74\x6C\x69\x63\x68\x65\x20\xC3\x9C\x62\x65\x6C\x20\x65\x72\x66\x6F\x72\x64\x65\x72\x6E\x20\x61\x75\xC3\x9F"
"\x65\x72\x6F\x72\x64\x65\x6E\x74\x6C\x69\x63\x68\x65\x20\x4D\x69\x74\x74\x65\x6C\x2E", "German"},
{"\xD4\xBF\xD6\x80\xD5\xB6\xD5\xA1\xD5\xB4\x20\xD5\xA1\xD5\xBA\xD5\xA1\xD5\xAF\xD5\xAB\x20\xD5\xB8\xD6\x82\xD5\xBF\xD5\xA5\xD5\xAC\x20\xD6\x87\x20\xD5\xAB"
"\xD5\xB6\xD5\xAE\xD5\xAB\x20\xD5\xA1\xD5\xB6\xD5\xB0\xD5\xA1\xD5\xB6\xD5\xA3\xD5\xAB\xD5\xBD\xD5\xBF\x20\xD5\xB9\xD5\xA8\xD5\xB6\xD5\xA5\xD6\x80", "Armenian"},
{"\xD4\xB5\xD6\x80\xD5\xA2\x20\xD5\xB8\xD6\x80\x20\xD5\xAF\xD5\xA1\xD6\x81\xD5\xAB\xD5\xB6\xD5\xA8\x20\xD5\xA5\xD5\xAF\xD5\xA1\xD6\x82\x20\xD5\xA1\xD5\xB6\xD5"
"\xBF\xD5\xA1\xD5\xBC\x2C\x20\xD5\xAE\xD5\xA1\xD5\xBC\xD5\xA5\xD6\x80\xD5\xA8\x20\xD5\xA1\xD5\xBD\xD5\xA1\xD6\x81\xD5\xAB\xD5\xB6\x2E\x2E\x2E\x20\xC2\xAB\xD4\xBF"
"\xD5\xB8\xD5\xBF\xD5\xA8\x20\xD5\xB4\xD5\xA5\xD6\x80\xD5\xB8\xD5\xB6\xD6\x81\xD5\xAB\xD6\x81\x20\xD5\xA7\x3A\xC2\xBB", "Armenian"},
{"\xD4\xB3\xD5\xA1\xD5\xBC\xD5\xA8\xD5\x9D\x20\xD5\xA3\xD5\xA1\xD6\x80\xD5\xB6\xD5\xA1\xD5\xB6\x2C\x20\xD5\xB1\xD5\xAB\xD6\x82\xD5\xB6\xD5\xA8\xD5\x9D\x20\xD5"
"\xB1\xD5\xB4\xD5\xBC\xD5\xA1\xD5\xB6", "Armenian"},
{"\x4A\x65\xC5\xBC\x75\x20\x6B\x6C\xC4\x85\x74\x77\x2C\x20\x73\x70\xC5\x82\xC3\xB3\x64\xC5\xBA\x20\x46\x69\x6E\x6F\x6D\x20\x63\x7A\xC4\x99\xC5\x9B\xC4\x87"
"\x20\x67\x72\x79\x20\x68\x61\xC5\x84\x62\x21", "Polish"},
{"\x44\x6F\x62\x72\x79\x6D\x69\x20\x63\x68\xC4\x99\x63\x69\x61\x6D\x69\x20\x6A\x65\x73\x74\x20\x70\x69\x65\x6B\xC5\x82\x6F\x20\x77\x79\x62\x72\x75\x6B\x6F"
"\x77\x61\x6E\x65\x2E", "Polish"},
{"\xC3\x8E\xC8\x9B\x69\x20\x6D\x75\x6C\xC8\x9B\x75\x6D\x65\x73\x63\x20\x63\xC4\x83\x20\x61\x69\x20\x61\x6C\x65\x73\x20\x72\x61\x79\x6C\x69\x62\x2E\x0A\xC8\x98"
"\x69\x20\x73\x70\x65\x72\x20\x73\xC4\x83\x20\x61\x69\x20\x6F\x20\x7A\x69\x20\x62\x75\x6E\xC4\x83\x21", "Romanian"},
{"\xD0\xAD\xD1\x85\x2C\x20\xD1\x87\xD1\x83\xD0\xB6\xD0\xB0\xD0\xBA\x2C\x20\xD0\xBE\xD0\xB1\xD1\x89\xD0\xB8\xD0\xB9\x20\xD1\x81\xD1\x8A\xD1\x91\xD0\xBC\x20"
"\xD1\x86\xD0\xB5\xD0\xBD\x20\xD1\x88\xD0\xBB\xD1\x8F\xD0\xBF\x20\x28\xD1\x8E\xD1\x84\xD1\x82\xD1\x8C\x29\x20\xD0\xB2\xD0\xB4\xD1\x80\xD1\x8B\xD0\xB7\xD0\xB3\x21", "Russian"},
{"\xD0\xAF\x20\xD0\xBB\xD1\x8E\xD0\xB1\xD0\xBB\xD1\x8E\x20\x72\x61\x79\x6C\x69\x62\x21", "Russian"},
{"\xD0\x9C\xD0\xBE\xD0\xBB\xD1\x87\xD0\xB8\x2C\x20\xD1\x81\xD0\xBA\xD1\x80\xD1\x8B\xD0\xB2\xD0\xB0\xD0\xB9\xD1\x81\xD1\x8F\x20\xD0\xB8\x20\xD1\x82\xD0\xB0\xD0\xB8"
"\x0A\xD0\x98\x20\xD1\x87\xD1\x83\xD0\xB2\xD1\x81\xD1\x82\xD0\xB2\xD0\xB0\x20\xD0\xB8\x20\xD0\xBC\xD0\xB5\xD1\x87\xD1\x82\xD1\x8B\x20\xD1\x81\xD0\xB2\xD0\xBE\xD0\xB8\x20"
"\xE2\x80\x93\x0A\xD0\x9F\xD1\x83\xD1\x81\xD0\xBA\xD0\xB0\xD0\xB9\x20\xD0\xB2\x20\xD0\xB4\xD1\x83\xD1\x88\xD0\xB5\xD0\xB2\xD0\xBD\xD0\xBE\xD0\xB9\x20\xD0\xB3\xD0\xBB\xD1"
"\x83\xD0\xB1\xD0\xB8\xD0\xBD\xD0\xB5\x0A\xD0\x98\x20\xD0\xB2\xD1\x81\xD1\x85\xD0\xBE\xD0\xB4\xD1\x8F\xD1\x82\x20\xD0\xB8\x20\xD0\xB7\xD0\xB0\xD0\xB9\xD0\xB4\xD1\x83\xD1"
"\x82\x20\xD0\xBE\xD0\xBD\xD0\xB5\x0A\xD0\x9A\xD0\xB0\xD0\xBA\x20\xD0\xB7\xD0\xB2\xD0\xB5\xD0\xB7\xD0\xB4\xD1\x8B\x20\xD1\x8F\xD1\x81\xD0\xBD\xD1\x8B\xD0\xB5\x20\xD0\xB2"
"\x20\xD0\xBD\xD0\xBE\xD1\x87\xD0\xB8\x2D\x0A\xD0\x9B\xD1\x8E\xD0\xB1\xD1\x83\xD0\xB9\xD1\x81\xD1\x8F\x20\xD0\xB8\xD0\xBC\xD0\xB8\x20\xE2\x80\x93\x20\xD0\xB8\x20\xD0\xBC"
"\xD0\xBE\xD0\xBB\xD1\x87\xD0\xB8\x2E", "Russian"},
{"\x56\x6F\x69\x78\x20\x61\x6D\x62\x69\x67\x75\xC3\xAB\x20\x64\xE2\x80\x99\x75\x6E\x20\x63\xC5\x93\x75\x72\x20\x71\x75\x69\x20\x61\x75\x20\x7A\xC3\xA9\x70"
"\x68\x79\x72\x20\x70\x72\xC3\xA9\x66\xC3\xA8\x72\x65\x20\x6C\x65\x73\x20\x6A\x61\x74\x74\x65\x73\x20\x64\x65\x20\x6B\x69\x77\x69", "French"},
{"\x42\x65\x6E\x6A\x61\x6D\xC3\xAD\x6E\x20\x70\x69\x64\x69\xC3\xB3\x20\x75\x6E\x61\x20\x62\x65\x62\x69\x64\x61\x20\x64\x65\x20\x6B\x69\x77\x69\x20\x79\x20"
"\x66\x72\x65\x73\x61\x3B\x20\x4E\x6F\xC3\xA9\x2C\x20\x73\x69\x6E\x20\x76\x65\x72\x67\xC3\xBC\x65\x6E\x7A\x61\x2C\x20\x6C\x61\x20\x6D\xC3\xA1\x73\x20\x65\x78"
"\x71\x75\x69\x73\x69\x74\x61\x20\x63\x68\x61\x6D\x70\x61\xC3\xB1\x61\x20\x64\x65\x6C\x20\x6D\x65\x6E\xC3\xBA\x2E", "Spanish"},
{"\xCE\xA4\xCE\xB1\xCF\x87\xCE\xAF\xCF\x83\xCF\x84\xCE\xB7\x20\xCE\xB1\xCE\xBB\xCF\x8E\xCF\x80\xCE\xB7\xCE\xBE\x20\xCE\xB2\xCE\xB1\xCF\x86\xCE\xAE\xCF\x82\x20"
"\xCF\x88\xCE\xB7\xCE\xBC\xCE\xAD\xCE\xBD\xCE\xB7\x20\xCE\xB3\xCE\xB7\x2C\x20\xCE\xB4\xCF\x81\xCE\xB1\xCF\x83\xCE\xBA\xCE\xB5\xCE\xBB\xCE\xAF\xCE\xB6\xCE\xB5\xCE"
"\xB9\x20\xCF\x85\xCF\x80\xCE\xAD\xCF\x81\x20\xCE\xBD\xCF\x89\xCE\xB8\xCF\x81\xCE\xBF\xCF\x8D\x20\xCE\xBA\xCF\x85\xCE\xBD\xCF\x8C\xCF\x82", "Greek"},
{"\xCE\x97\x20\xCE\xBA\xCE\xB1\xCE\xBB\xCF\x8D\xCF\x84\xCE\xB5\xCF\x81\xCE\xB7\x20\xCE\xAC\xCE\xBC\xCF\x85\xCE\xBD\xCE\xB1\x20\xCE\xB5\xCE\xAF\xCE\xBD"
"\xCE\xB1\xCE\xB9\x20\xCE\xB7\x20\xCE\xB5\xCF\x80\xCE\xAF\xCE\xB8\xCE\xB5\xCF\x83\xCE\xB7\x2E", "Greek"},
{"\xCE\xA7\xCF\x81\xCF\x8C\xCE\xBD\xCE\xB9\xCE\xB1\x20\xCE\xBA\xCE\xB1\xCE\xB9\x20\xCE\xB6\xCE\xB1\xCE\xBC\xCE\xAC\xCE\xBD\xCE\xB9\xCE\xB1\x21", "Greek"},
{"\xCE\xA0\xCF\x8E\xCF\x82\x20\xCF\x84\xCE\xB1\x20\xCF\x80\xCE\xB1\xCF\x82\x20\xCF\x83\xCE\xAE\xCE\xBC\xCE\xB5\xCF\x81\xCE\xB1\x3B", "Greek"},
{"\xE6\x88\x91\xE8\x83\xBD\xE5\x90\x9E\xE4\xB8\x8B\xE7\x8E\xBB\xE7\x92\x83\xE8\x80\x8C\xE4\xB8\x8D\xE4\xBC\xA4\xE8\xBA\xAB\xE4\xBD\x93\xE3\x80\x82", "Chinese"},
{"\xE4\xBD\xA0\xE5\x90\x83\xE4\xBA\x86\xE5\x90\x97\xEF\xBC\x9F", "Chinese"},
{"\xE4\xB8\x8D\xE4\xBD\x9C\xE4\xB8\x8D\xE6\xAD\xBB\xE3\x80\x82", "Chinese"},
{"\xE6\x9C\x80\xE8\xBF\x91\xE5\xA5\xBD\xE5\x90\x97\xEF\xBC\x9F", "Chinese"},
{"\xE5\xA1\x9E\xE7\xBF\x81\xE5\xA4\xB1\xE9\xA9\xAC\xEF\xBC\x8C\xE7\x84\x89\xE7\x9F\xA5\xE9\x9D\x9E\xE7\xA6\x8F\xE3\x80\x82", "Chinese"},
{"\xE5\x8D\x83\xE5\x86\x9B\xE6\x98\x93\xE5\xBE\x97\x2C\x20\xE4\xB8\x80\xE5\xB0\x86\xE9\x9A\xBE\xE6\xB1\x82", "Chinese"},
{"\xE4\xB8\x87\xE4\xBA\x8B\xE5\xBC\x80\xE5\xA4\xB4\xE9\x9A\xBE\xE3\x80\x82", "Chinese"},
{"\xE9\xA3\x8E\xE6\x97\xA0\xE5\xB8\xB8\xE9\xA1\xBA\xEF\xBC\x8C\xE5\x85\xB5\xE6\x97\xA0\xE5\xB8\xB8\xE8\x83\x9C\xE3\x80\x82", "Chinese"},
{"\xE6\xB4\xBB\xE5\x88\xB0\xE8\x80\x81\xEF\xBC\x8C\xE5\xAD\xA6\xE5\x88\xB0\xE8\x80\x81\xE3\x80\x82", "Chinese"},
{"\xE4\xB8\x80\xE8\xA8\x80\xE6\x97\xA2\xE5\x87\xBA\xEF\xBC\x8C\xE9\xA9\xB7\xE9\xA9\xAC\xE9\x9A\xBE\xE8\xBF\xBD\xE3\x80\x82", "Chinese"},
{"\xE8\xB7\xAF\xE9\x81\xA5\xE7\x9F\xA5\xE9\xA9\xAC\xE5\x8A\x9B\xEF\xBC\x8C\xE6\x97\xA5\xE4\xB9\x85\xE8\xA7\x81\xE4\xBA\xBA\xE5\xBF\x83", "Chinese"},
{"\xE6\x9C\x89\xE7\x90\x86\xE8\xB5\xB0\xE9\x81\x8D\xE5\xA4\xA9\xE4\xB8\x8B\xEF\xBC\x8C\xE6\x97\xA0\xE7\x90\x86\xE5\xAF\xB8\xE6\xAD\xA5\xE9\x9A\xBE\xE8\xA1\x8C\xE3\x80\x82", "Chinese"},
{"\xE7\x8C\xBF\xE3\x82\x82\xE6\x9C\xA8\xE3\x81\x8B\xE3\x82\x89\xE8\x90\xBD\xE3\x81\xA1\xE3\x82\x8B", "Japanese"},
{"\xE4\xBA\x80\xE3\x81\xAE\xE7\x94\xB2\xE3\x82\x88\xE3\x82\x8A\xE5\xB9\xB4\xE3\x81\xAE\xE5\x8A\x9F", "Japanese"},
{"\xE3\x81\x86\xE3\x82\x89\xE3\x82\x84\xE3\x81\xBE\xE3\x81\x97\x20\x20\xE6\x80\x9D\xE3\x81\xB2\xE5\x88\x87\xE3\x82\x8B\xE6\x99\x82\x20\x20\xE7\x8C\xAB\xE3\x81\xAE\xE6\x81\x8B", "Japanese"},
{"\xE8\x99\x8E\xE7\xA9\xB4\xE3\x81\xAB\xE5\x85\xA5\xE3\x82\x89\xE3\x81\x9A\xE3\x82\x93\xE3\x81\xB0\xE8\x99\x8E\xE5\xAD\x90\xE3\x82\x92\xE5\xBE\x97\xE3\x81\x9A\xE3\x80\x82", "Japanese"},
{"\xE4\xBA\x8C\xE5\x85\x8E\xE3\x82\x92\xE8\xBF\xBD\xE3\x81\x86\xE8\x80\x85\xE3\x81\xAF\xE4\xB8\x80\xE5\x85\x8E\xE3\x82\x92\xE3\x82\x82\xE5\xBE\x97\xE3\x81\x9A\xE3\x80\x82", "Japanese"},
{"\xE9\xA6\xAC\xE9\xB9\xBF\xE3\x81\xAF\xE6\xAD\xBB\xE3\x81\xAA\xE3\x81\xAA\xE3\x81\x8D\xE3\x82\x83\xE6\xB2\xBB\xE3\x82\x89\xE3\x81\xAA\xE3\x81\x84\xE3\x80\x82", "Japanese"},
{"\xE6\x9E\xAF\xE9\x87\x8E\xE8\xB7\xAF\xE3\x81\xAB\xE3\x80\x80\xE5\xBD\xB1\xE3\x81\x8B\xE3\x81\x95\xE3\x81\xAA\xE3\x82\x8A\xE3\x81\xA6\xE3\x80\x80\xE3\x82\x8F\xE3\x81\x8B\xE3\x82\x8C\xE3\x81\x91\xE3\x82\x8A", "Japanese"},
{"\xE7\xB9\xB0\xE3\x82\x8A\xE8\xBF\x94\xE3\x81\x97\xE9\xBA\xA6\xE3\x81\xAE\xE7\x95\x9D\xE7\xB8\xAB\xE3\x81\xB5\xE8\x83\xA1\xE8\x9D\xB6\xE5\x93\x89", "Japanese"},
{"\xEC\x95\x84\xEB\x93\x9D\xED\x95\x9C\x20\xEB\xB0\x94\xEB\x8B\xA4\x20\xEC\x9C\x84\xEC\x97\x90\x20\xEA\xB0\x88\xEB\xA7\xA4\xEA\xB8\xB0\x20\xEB\x91\x90\xEC\x97\x87\x20"
"\xEB\x82\xA0\xEC\x95\x84\x20\xEB\x8F\x88\xEB\x8B\xA4\x2E\x0A\xEB\x84\x88\xED\x9B\x8C\xEB\x84\x88\xED\x9B\x8C\x20\xEC\x8B\x9C\xEB\xA5\xBC\x20\xEC\x93\xB4\xEB\x8B\xA4\x2E"
"\x20\xEB\xAA\xA8\xEB\xA5\xB4\xEB\x8A\x94\x20\xEB\x82\x98\xEB\x9D\xBC\x20\xEA\xB8\x80\xEC\x9E\x90\xEB\x8B\xA4\x2E\x0A\xEB\x84\x90\xEB\x94\xB0\xEB\x9E\x80\x20\xED\x95\x98"
"\xEB\x8A\x98\x20\xEB\xB3\xB5\xED\x8C\x90\xEC\x97\x90\x20\xEB\x82\x98\xEB\x8F\x84\x20\xEA\xB0\x99\xEC\x9D\xB4\x20\xEC\x8B\x9C\xEB\xA5\xBC\x20\xEC\x93\xB4\xEB\x8B\xA4\x2E", "Korean"},
{"\xEC\xA0\x9C\x20\xEB\x88\x88\xEC\x97\x90\x20\xEC\x95\x88\xEA\xB2\xBD\xEC\x9D\xB4\xEB\x8B\xA4", "Korean"},
{"\xEA\xBF\xA9\x20\xEB\xA8\xB9\xEA\xB3\xA0\x20\xEC\x95\x8C\x20\xEB\xA8\xB9\xEB\x8A\x94\xEB\x8B\xA4", "Korean"},
{"\xEB\xA1\x9C\xEB\xA7\x88\xEB\x8A\x94\x20\xED\x95\x98\xEB\xA3\xA8\xEC\x95\x84\xEC\xB9\xA8\xEC\x97\x90\x20\xEC\x9D\xB4\xEB\xA3\xA8\xEC\x96\xB4\xEC\xA7\x84\x20\xEA\xB2\x83\xEC\x9D\xB4"
"\x20\xEC\x95\x84\xEB\x8B\x88\xEB\x8B\xA4", "Korean"},
{"\xEA\xB3\xA0\xEC\x83\x9D\x20\xEB\x81\x9D\xEC\x97\x90\x20\xEB\x82\x99\xEC\x9D\xB4\x20\xEC\x98\xA8\xEB\x8B\xA4", "Korean"},
{"\xEA\xB0\x9C\xEC\xB2\x9C\xEC\x97\x90\xEC\x84\x9C\x20\xEC\x9A\xA9\x20\xEB\x82\x9C\xEB\x8B\xA4", "Korean"},
{"\xEC\x95\x88\xEB\x85\x95\xED\x95\x98\xEC\x84\xB8\xEC\x9A\x94\x3F", "Korean"},
{"\xEB\xA7\x8C\xEB\x82\x98\xEC\x84\x9C\x20\xEB\xB0\x98\xEA\xB0\x91\xEC\x8A\xB5\xEB\x8B\x88\xEB\x8B\xA4", "Korean"},
{"\xED\x95\x9C\xEA\xB5\xAD\xEB\xA7\x90\x20\xED\x95\x98\xEC\x8B\xA4\x20\xEC\xA4\x84\x20\xEC\x95\x84\xEC\x84\xB8\xEC\x9A\x94\x3F", "Korean"},
// Array containing all of the emojis messages
static Message[] messages = new Message[]
{
new Message("\x46\x61\x6C\x73\x63\x68\x65\x73\x20\xC3\x9C\x62\x65\x6E\x20\x76\x6F\x6E\x20\x58\x79\x6C\x6F\x70\x68\x6F\x6E\x6D\x75\x73\x69\x6B\x20\x71\x75\xC3\xA4\x6C\x74\x20\x6A\x65\x64\x65\x6E\x20\x67\x72\xC3\xB6\xC3\x9F\x65\x72\x65\x6E\x20\x5A\x77\x65\x72\x67", "German"),
new Message("\x42\x65\x69\xC3\x9F\x20\x6E\x69\x63\x68\x74\x20\x69\x6E\x20\x64\x69\x65\x20\x48\x61\x6E\x64\x2C\x20\x64\x69\x65\x20\x64\x69\x63\x68\x20\x66\xC3\xBC\x74\x74\x65\x72\x74\x2E", "German"),
new Message("\x41\x75\xC3\x9F\x65\x72\x6F\x72\x64\x65\x6E\x74\x6C\x69\x63\x68\x65\x20\xC3\x9C\x62\x65\x6C\x20\x65\x72\x66\x6F\x72\x64\x65\x72\x6E\x20\x61\x75\xC3\x9F\x65\x72\x6F\x72\x64\x65\x6E\x74\x6C\x69\x63\x68\x65\x20\x4D\x69\x74\x74\x65\x6C\x2E", "German"),
new Message("\xD4\xBF\xD6\x80\xD5\xB6\xD5\xA1\xD5\xB4\x20\xD5\xA1\xD5\xBA\xD5\xA1\xD5\xAF\xD5\xAB\x20\xD5\xB8\xD6\x82\xD5\xBF\xD5\xA5\xD5\xAC\x20\xD6\x87\x20\xD5\xAB\xD5\xB6\xD5\xAE\xD5\xAB\x20\xD5\xA1\xD5\xB6\xD5\xB0\xD5\xA1\xD5\xB6\xD5\xA3\xD5\xAB\xD5\xBD\xD5\xBF\x20\xD5\xB9\xD5\xA8\xD5\xB6\xD5\xA5\xD6\x80", "Armenian"),
new Message("\xD4\xB5\xD6\x80\xD5\xA2\x20\xD5\xB8\xD6\x80\x20\xD5\xAF\xD5\xA1\xD6\x81\xD5\xAB\xD5\xB6\xD5\xA8\x20\xD5\xA5\xD5\xAF\xD5\xA1\xD6\x82\x20\xD5\xA1\xD5\xB6\xD5\xBF\xD5\xA1\xD5\xBC\x2C\x20\xD5\xAE\xD5\xA1\xD5\xBC\xD5\xA5\xD6\x80\xD5\xA8\x20\xD5\xA1\xD5\xBD\xD5\xA1\xD6\x81\xD5\xAB\xD5\xB6\x2E\x2E\x2E\x20\xC2\xAB\xD4\xBF\xD5\xB8\xD5\xBF\xD5\xA8\x20\xD5\xB4\xD5\xA5\xD6\x80\xD5\xB8\xD5\xB6\xD6\x81\xD5\xAB\xD6\x81\x20\xD5\xA7\x3A\xC2\xBB", "Armenian"),
new Message("\xD4\xB3\xD5\xA1\xD5\xBC\xD5\xA8\xD5\x9D\x20\xD5\xA3\xD5\xA1\xD6\x80\xD5\xB6\xD5\xA1\xD5\xB6\x2C\x20\xD5\xB1\xD5\xAB\xD6\x82\xD5\xB6\xD5\xA8\xD5\x9D\x20\xD5\xB1\xD5\xB4\xD5\xBC\xD5\xA1\xD5\xB6", "Armenian"),
new Message("\x4A\x65\xC5\xBC\x75\x20\x6B\x6C\xC4\x85\x74\x77\x2C\x20\x73\x70\xC5\x82\xC3\xB3\x64\xC5\xBA\x20\x46\x69\x6E\x6F\x6D\x20\x63\x7A\xC4\x99\xC5\x9B\xC4\x87\x20\x67\x72\x79\x20\x68\x61\xC5\x84\x62\x21", "Polish"),
new Message("\x44\x6F\x62\x72\x79\x6D\x69\x20\x63\x68\xC4\x99\x63\x69\x61\x6D\x69\x20\x6A\x65\x73\x74\x20\x70\x69\x65\x6B\xC5\x82\x6F\x20\x77\x79\x62\x72\x75\x6B\x6F\x77\x61\x6E\x65\x2E", "Polish"),
new Message("\xC3\x8E\xC8\x9B\x69\x20\x6D\x75\x6C\xC8\x9B\x75\x6D\x65\x73\x63\x20\x63\xC4\x83\x20\x61\x69\x20\x61\x6C\x65\x73\x20\x72\x61\x79\x6C\x69\x62\x2E\x0A\xC8\x98\x69\x20\x73\x70\x65\x72\x20\x73\xC4\x83\x20\x61\x69\x20\x6F\x20\x7A\x69\x20\x62\x75\x6E\xC4\x83\x21", "Romanian"),
new Message("\xD0\xAD\xD1\x85\x2C\x20\xD1\x87\xD1\x83\xD0\xB6\xD0\xB0\xD0\xBA\x2C\x20\xD0\xBE\xD0\xB1\xD1\x89\xD0\xB8\xD0\xB9\x20\xD1\x81\xD1\x8A\xD1\x91\xD0\xBC\x20\xD1\x86\xD0\xB5\xD0\xBD\x20\xD1\x88\xD0\xBB\xD1\x8F\xD0\xBF\x20\x28\xD1\x8E\xD1\x84\xD1\x82\xD1\x8C\x29\x20\xD0\xB2\xD0\xB4\xD1\x80\xD1\x8B\xD0\xB7\xD0\xB3\x21", "Russian"),
new Message("\xD0\xAF\x20\xD0\xBB\xD1\x8E\xD0\xB1\xD0\xBB\xD1\x8E\x20\x72\x61\x79\x6C\x69\x62\x21", "Russian"),
new Message("\xD0\x9C\xD0\xBE\xD0\xBB\xD1\x87\xD0\xB8\x2C\x20\xD1\x81\xD0\xBA\xD1\x80\xD1\x8B\xD0\xB2\xD0\xB0\xD0\xB9\xD1\x81\xD1\x8F\x20\xD0\xB8\x20\xD1\x82\xD0\xB0\xD0\xB8\x0A\xD0\x98\x20\xD1\x87\xD1\x83\xD0\xB2\xD1\x81\xD1\x82\xD0\xB2\xD0\xB0\x20\xD0\xB8\x20\xD0\xBC\xD0\xB5\xD1\x87\xD1\x82\xD1\x8B\x20\xD1\x81\xD0\xB2\xD0\xBE\xD0\xB8\x20\xE2\x80\x93\x0A\xD0\x9F\xD1\x83\xD1\x81\xD0\xBA\xD0\xB0\xD0\xB9\x20\xD0\xB2\x20\xD0\xB4\xD1\x83\xD1\x88\xD0\xB5\xD0\xB2\xD0\xBD\xD0\xBE\xD0\xB9\x20\xD0\xB3\xD0\xBB\xD1\x83\xD0\xB1\xD0\xB8\xD0\xBD\xD0\xB5\x0A\xD0\x98\x20\xD0\xB2\xD1\x81\xD1\x85\xD0\xBE\xD0\xB4\xD1\x8F\xD1\x82\x20\xD0\xB8\x20\xD0\xB7\xD0\xB0\xD0\xB9\xD0\xB4\xD1\x83\xD1\x82\x20\xD0\xBE\xD0\xBD\xD0\xB5\x0A\xD0\x9A\xD0\xB0\xD0\xBA\x20\xD0\xB7\xD0\xB2\xD0\xB5\xD0\xB7\xD0\xB4\xD1\x8B\x20\xD1\x8F\xD1\x81\xD0\xBD\xD1\x8B\xD0\xB5\x20\xD0\xB2\x20\xD0\xBD\xD0\xBE\xD1\x87\xD0\xB8\x2D\x0A\xD0\x9B\xD1\x8E\xD0\xB1\xD1\x83\xD0\xB9\xD1\x81\xD1\x8F\x20\xD0\xB8\xD0\xBC\xD0\xB8\x20\xE2\x80\x93\x20\xD0\xB8\x20\xD0\xBC\xD0\xBE\xD0\xBB\xD1\x87\xD0\xB8\x2E", "Russian"),
new Message("\x56\x6F\x69\x78\x20\x61\x6D\x62\x69\x67\x75\xC3\xAB\x20\x64\xE2\x80\x99\x75\x6E\x20\x63\xC5\x93\x75\x72\x20\x71\x75\x69\x20\x61\x75\x20\x7A\xC3\xA9\x70\x68\x79\x72\x20\x70\x72\xC3\xA9\x66\xC3\xA8\x72\x65\x20\x6C\x65\x73\x20\x6A\x61\x74\x74\x65\x73\x20\x64\x65\x20\x6B\x69\x77\x69", "French"),
new Message("\x42\x65\x6E\x6A\x61\x6D\xC3\xAD\x6E\x20\x70\x69\x64\x69\xC3\xB3\x20\x75\x6E\x61\x20\x62\x65\x62\x69\x64\x61\x20\x64\x65\x20\x6B\x69\x77\x69\x20\x79\x20\x66\x72\x65\x73\x61\x3B\x20\x4E\x6F\xC3\xA9\x2C\x20\x73\x69\x6E\x20\x76\x65\x72\x67\xC3\xBC\x65\x6E\x7A\x61\x2C\x20\x6C\x61\x20\x6D\xC3\xA1\x73\x20\x65\x78\x71\x75\x69\x73\x69\x74\x61\x20\x63\x68\x61\x6D\x70\x61\xC3\xB1\x61\x20\x64\x65\x6C\x20\x6D\x65\x6E\xC3\xBA\x2E", "Spanish"),
new Message("\xCE\xA4\xCE\xB1\xCF\x87\xCE\xAF\xCF\x83\xCF\x84\xCE\xB7\x20\xCE\xB1\xCE\xBB\xCF\x8E\xCF\x80\xCE\xB7\xCE\xBE\x20\xCE\xB2\xCE\xB1\xCF\x86\xCE\xAE\xCF\x82\x20\xCF\x88\xCE\xB7\xCE\xBC\xCE\xAD\xCE\xBD\xCE\xB7\x20\xCE\xB3\xCE\xB7\x2C\x20\xCE\xB4\xCF\x81\xCE\xB1\xCF\x83\xCE\xBA\xCE\xB5\xCE\xBB\xCE\xAF\xCE\xB6\xCE\xB5\xCE\xB9\x20\xCF\x85\xCF\x80\xCE\xAD\xCF\x81\x20\xCE\xBD\xCF\x89\xCE\xB8\xCF\x81\xCE\xBF\xCF\x8D\x20\xCE\xBA\xCF\x85\xCE\xBD\xCF\x8C\xCF\x82", "Greek"),
new Message("\xCE\x97\x20\xCE\xBA\xCE\xB1\xCE\xBB\xCF\x8D\xCF\x84\xCE\xB5\xCF\x81\xCE\xB7\x20\xCE\xAC\xCE\xBC\xCF\x85\xCE\xBD\xCE\xB1\x20\xCE\xB5\xCE\xAF\xCE\xBD\xCE\xB1\xCE\xB9\x20\xCE\xB7\x20\xCE\xB5\xCF\x80\xCE\xAF\xCE\xB8\xCE\xB5\xCF\x83\xCE\xB7\x2E", "Greek"),
new Message("\xCE\xA7\xCF\x81\xCF\x8C\xCE\xBD\xCE\xB9\xCE\xB1\x20\xCE\xBA\xCE\xB1\xCE\xB9\x20\xCE\xB6\xCE\xB1\xCE\xBC\xCE\xAC\xCE\xBD\xCE\xB9\xCE\xB1\x21", "Greek"),
new Message("\xCE\xA0\xCF\x8E\xCF\x82\x20\xCF\x84\xCE\xB1\x20\xCF\x80\xCE\xB1\xCF\x82\x20\xCF\x83\xCE\xAE\xCE\xBC\xCE\xB5\xCF\x81\xCE\xB1\x3B", "Greek"),
new Message("\xE6\x88\x91\xE8\x83\xBD\xE5\x90\x9E\xE4\xB8\x8B\xE7\x8E\xBB\xE7\x92\x83\xE8\x80\x8C\xE4\xB8\x8D\xE4\xBC\xA4\xE8\xBA\xAB\xE4\xBD\x93\xE3\x80\x82", "Chinese"),
new Message("\xE4\xBD\xA0\xE5\x90\x83\xE4\xBA\x86\xE5\x90\x97\xEF\xBC\x9F", "Chinese"),
new Message("\xE4\xB8\x8D\xE4\xBD\x9C\xE4\xB8\x8D\xE6\xAD\xBB\xE3\x80\x82", "Chinese"),
new Message("\xE6\x9C\x80\xE8\xBF\x91\xE5\xA5\xBD\xE5\x90\x97\xEF\xBC\x9F", "Chinese"),
new Message("\xE5\xA1\x9E\xE7\xBF\x81\xE5\xA4\xB1\xE9\xA9\xAC\xEF\xBC\x8C\xE7\x84\x89\xE7\x9F\xA5\xE9\x9D\x9E\xE7\xA6\x8F\xE3\x80\x82", "Chinese"),
new Message("\xE5\x8D\x83\xE5\x86\x9B\xE6\x98\x93\xE5\xBE\x97\x2C\x20\xE4\xB8\x80\xE5\xB0\x86\xE9\x9A\xBE\xE6\xB1\x82", "Chinese"),
new Message("\xE4\xB8\x87\xE4\xBA\x8B\xE5\xBC\x80\xE5\xA4\xB4\xE9\x9A\xBE\xE3\x80\x82", "Chinese"),
new Message("\xE9\xA3\x8E\xE6\x97\xA0\xE5\xB8\xB8\xE9\xA1\xBA\xEF\xBC\x8C\xE5\x85\xB5\xE6\x97\xA0\xE5\xB8\xB8\xE8\x83\x9C\xE3\x80\x82", "Chinese"),
new Message("\xE6\xB4\xBB\xE5\x88\xB0\xE8\x80\x81\xEF\xBC\x8C\xE5\xAD\xA6\xE5\x88\xB0\xE8\x80\x81\xE3\x80\x82", "Chinese"),
new Message("\xE4\xB8\x80\xE8\xA8\x80\xE6\x97\xA2\xE5\x87\xBA\xEF\xBC\x8C\xE9\xA9\xB7\xE9\xA9\xAC\xE9\x9A\xBE\xE8\xBF\xBD\xE3\x80\x82", "Chinese"),
new Message("\xE8\xB7\xAF\xE9\x81\xA5\xE7\x9F\xA5\xE9\xA9\xAC\xE5\x8A\x9B\xEF\xBC\x8C\xE6\x97\xA5\xE4\xB9\x85\xE8\xA7\x81\xE4\xBA\xBA\xE5\xBF\x83", "Chinese"),
new Message("\xE6\x9C\x89\xE7\x90\x86\xE8\xB5\xB0\xE9\x81\x8D\xE5\xA4\xA9\xE4\xB8\x8B\xEF\xBC\x8C\xE6\x97\xA0\xE7\x90\x86\xE5\xAF\xB8\xE6\xAD\xA5\xE9\x9A\xBE\xE8\xA1\x8C\xE3\x80\x82", "Chinese"),
new Message("\xE7\x8C\xBF\xE3\x82\x82\xE6\x9C\xA8\xE3\x81\x8B\xE3\x82\x89\xE8\x90\xBD\xE3\x81\xA1\xE3\x82\x8B", "Japanese"),
new Message("\xE4\xBA\x80\xE3\x81\xAE\xE7\x94\xB2\xE3\x82\x88\xE3\x82\x8A\xE5\xB9\xB4\xE3\x81\xAE\xE5\x8A\x9F", "Japanese"),
new Message("\xE3\x81\x86\xE3\x82\x89\xE3\x82\x84\xE3\x81\xBE\xE3\x81\x97\x20\x20\xE6\x80\x9D\xE3\x81\xB2\xE5\x88\x87\xE3\x82\x8B\xE6\x99\x82\x20\x20\xE7\x8C\xAB\xE3\x81\xAE\xE6\x81\x8B", "Japanese"),
new Message("\xE8\x99\x8E\xE7\xA9\xB4\xE3\x81\xAB\xE5\x85\xA5\xE3\x82\x89\xE3\x81\x9A\xE3\x82\x93\xE3\x81\xB0\xE8\x99\x8E\xE5\xAD\x90\xE3\x82\x92\xE5\xBE\x97\xE3\x81\x9A\xE3\x80\x82", "Japanese"),
new Message("\xE4\xBA\x8C\xE5\x85\x8E\xE3\x82\x92\xE8\xBF\xBD\xE3\x81\x86\xE8\x80\x85\xE3\x81\xAF\xE4\xB8\x80\xE5\x85\x8E\xE3\x82\x92\xE3\x82\x82\xE5\xBE\x97\xE3\x81\x9A\xE3\x80\x82", "Japanese"),
new Message("\xE9\xA6\xAC\xE9\xB9\xBF\xE3\x81\xAF\xE6\xAD\xBB\xE3\x81\xAA\xE3\x81\xAA\xE3\x81\x8D\xE3\x82\x83\xE6\xB2\xBB\xE3\x82\x89\xE3\x81\xAA\xE3\x81\x84\xE3\x80\x82", "Japanese"),
new Message("\xE6\x9E\xAF\xE9\x87\x8E\xE8\xB7\xAF\xE3\x81\xAB\xE3\x80\x80\xE5\xBD\xB1\xE3\x81\x8B\xE3\x81\x95\xE3\x81\xAA\xE3\x82\x8A\xE3\x81\xA6\xE3\x80\x80\xE3\x82\x8F\xE3\x81\x8B\xE3\x82\x8C\xE3\x81\x91\xE3\x82\x8A", "Japanese"),
new Message("\xE7\xB9\xB0\xE3\x82\x8A\xE8\xBF\x94\xE3\x81\x97\xE9\xBA\xA6\xE3\x81\xAE\xE7\x95\x9D\xE7\xB8\xAB\xE3\x81\xB5\xE8\x83\xA1\xE8\x9D\xB6\xE5\x93\x89", "Japanese"),
new Message("\xEC\x95\x84\xEB\x93\x9D\xED\x95\x9C\x20\xEB\xB0\x94\xEB\x8B\xA4\x20\xEC\x9C\x84\xEC\x97\x90\x20\xEA\xB0\x88\xEB\xA7\xA4\xEA\xB8\xB0\x20\xEB\x91\x90\xEC\x97\x87\x20\xEB\x82\xA0\xEC\x95\x84\x20\xEB\x8F\x88\xEB\x8B\xA4\x2E\x0A\xEB\x84\x88\xED\x9B\x8C\xEB\x84\x88\xED\x9B\x8C\x20\xEC\x8B\x9C\xEB\xA5\xBC\x20\xEC\x93\xB4\xEB\x8B\xA4\x2E\x20\xEB\xAA\xA8\xEB\xA5\xB4\xEB\x8A\x94\x20\xEB\x82\x98\xEB\x9D\xBC\x20\xEA\xB8\x80\xEC\x9E\x90\xEB\x8B\xA4\x2E\x0A\xEB\x84\x90\xEB\x94\xB0\xEB\x9E\x80\x20\xED\x95\x98\xEB\x8A\x98\x20\xEB\xB3\xB5\xED\x8C\x90\xEC\x97\x90\x20\xEB\x82\x98\xEB\x8F\x84\x20\xEA\xB0\x99\xEC\x9D\xB4\x20\xEC\x8B\x9C\xEB\xA5\xBC\x20\xEC\x93\xB4\xEB\x8B\xA4\x2E", "Korean"),
new Message("\xEC\xA0\x9C\x20\xEB\x88\x88\xEC\x97\x90\x20\xEC\x95\x88\xEA\xB2\xBD\xEC\x9D\xB4\xEB\x8B\xA4", "Korean"),
new Message("\xEA\xBF\xA9\x20\xEB\xA8\xB9\xEA\xB3\xA0\x20\xEC\x95\x8C\x20\xEB\xA8\xB9\xEB\x8A\x94\xEB\x8B\xA4", "Korean"),
new Message("\xEB\xA1\x9C\xEB\xA7\x88\xEB\x8A\x94\x20\xED\x95\x98\xEB\xA3\xA8\xEC\x95\x84\xEC\xB9\xA8\xEC\x97\x90\x20\xEC\x9D\xB4\xEB\xA3\xA8\xEC\x96\xB4\xEC\xA7\x84\x20\xEA\xB2\x83\xEC\x9D\xB4\x20\xEC\x95\x84\xEB\x8B\x88\xEB\x8B\xA4", "Korean"),
new Message("\xEA\xB3\xA0\xEC\x83\x9D\x20\xEB\x81\x9D\xEC\x97\x90\x20\xEB\x82\x99\xEC\x9D\xB4\x20\xEC\x98\xA8\xEB\x8B\xA4", "Korean"),
new Message("\xEA\xB0\x9C\xEC\xB2\x9C\xEC\x97\x90\xEC\x84\x9C\x20\xEC\x9A\xA9\x20\xEB\x82\x9C\xEB\x8B\xA4", "Korean"),
new Message("\xEC\x95\x88\xEB\x85\x95\xED\x95\x98\xEC\x84\xB8\xEC\x9A\x94\x3F", "Korean"),
new Message("\xEB\xA7\x8C\xEB\x82\x98\xEC\x84\x9C\x20\xEB\xB0\x98\xEA\xB0\x91\xEC\x8A\xB5\xEB\x8B\x88\xEB\x8B\xA4", "Korean"),
new Message("\xED\x95\x9C\xEA\xB5\xAD\xEB\xA7\x90\x20\xED\x95\x98\xEC\x8B\xA4\x20\xEC\xA4\x84\x20\xEC\x95\x84\xEC\x84\xB8\xEC\x9A\x94\x3F", "Korean"),
};
//--------------------------------------------------------------------------------------
// Module functions declaration
//--------------------------------------------------------------------------------------
static void RandomizeEmoji(void); // Fills the emoji array with random emojis
//--------------------------------------------------------------------------------------
// Global variables
//--------------------------------------------------------------------------------------
// Arrays that holds the random emojis
struct emoji
public static int Main()
{
int index; // Index inside `emojiCodepoints`
int message; // Message index
Color color; // Emoji color
}
emoji[EMOJI_PER_WIDTH * EMOJI_PER_HEIGHT] = { 0 };
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
static int hovered = -1, selected = -1;
SetConfigFlags(ConfigFlags.Msaa4xHint | ConfigFlags.VSyncHint);
InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode emojis");
int main(int argc, char** argv)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// Load the font resources
// NOTE: fontAsian is for asian languages,
// fontEmoji is the emojis and fontDefault is used for everything else
Font fontDefault = LoadFont("resources/fonts/dejavu.fnt"); // Requires "resources/fonts/dejavu.png"
Font fontAsian = LoadFont("resources/fonts/noto_cjk.fnt"); // Requires "resources/fonts/noto_cjk.png"
Font fontEmoji = LoadFont("resources/fonts/symbola.fnt"); // Requires "resources/fonts/symbola.png"
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode");
Vector2 hoveredPos = new(0.0f, 0.0f);
Vector2 selectedPos = new(0.0f, 0.0f);
// Load the font resources
// NOTE: fontAsian is for asian languages,
// fontEmoji is the emojis and fontDefault is used for everything else
Font fontDefault = LoadFont("resources/fonts/dejavu.fnt");
Font fontAsian = LoadFont("resources/fonts/notoCJK.fnt");
Font fontEmoji = LoadFont("resources/fonts/emoji.fnt");
// Set a random set of emojis when starting up
RandomizeEmoji();
Vector2 hoveredPos = new(0.0f, 0.0f);
Vector2 selectedPos = new(0.0f, 0.0f);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Set a random set of emojis when starting up
RandomizeEmoji();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Add a new set of emojis when SPACE is pressed
if (IsKeyPressed(KEY_SPACE)) RandomizeEmoji();
// Set the selected emoji and copy its text to clipboard
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (hovered != -1) && (hovered != selected))
// Main loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
selected = hovered;
selectedPos = hoveredPos;
SetClipboardText(messages[emoji[selected].message].text);
// Update
//----------------------------------------------------------------------------------
// Add a new set of emojis when SPACE is pressed
if (IsKeyPressed(KeyboardKey.Space))
{
RandomizeEmoji();
}
// Set the selected emoji
if (IsMouseButtonPressed(MouseButton.Left) && (hovered != -1) && (hovered != selected))
{
selected = hovered;
selectedPos = hoveredPos;
}
Vector2 mouse = GetMousePosition();
Vector2 position = new(28.8f, 10.0f);
hovered = -1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw random emojis in the background
//------------------------------------------------------------------------------
for (int i = 0; i < emoji.Length; i++)
{
string txt = GetEmojiAt(emoji[i].Index);
Rectangle emojiRect = new(position.X, position.Y, fontEmoji.BaseSize, fontEmoji.BaseSize);
if (!CheckCollisionPointRec(mouse, emojiRect))
{
DrawTextEx(fontEmoji, txt, position, fontEmoji.BaseSize, 1.0f, selected == i ? emoji[i].Color : Fade(Color.LightGray, 0.4f));
}
else
{
DrawTextEx(fontEmoji, txt, position, fontEmoji.BaseSize, 1.0f, emoji[i].Color);
hovered = i;
hoveredPos = position;
}
if ((i != 0) && (i % EmojiPerWidth == 0))
{
position.Y += fontEmoji.BaseSize + 24.25f;
position.X = 28.8f;
}
else
{
position.X += fontEmoji.BaseSize + 28.8f;
}
}
//------------------------------------------------------------------------------
// Draw the message when a emoji is selected
//------------------------------------------------------------------------------
if (selected != -1)
{
int message = emoji[selected].Message;
const int horizontalPadding = 20;
const int verticalPadding = 30;
Font font = fontDefault;
// Set correct font for asian languages
if ((messages[message].Language == "Chinese") ||
(messages[message].Language == "Korean") ||
(messages[message].Language == "Japanese"))
{
font = fontAsian;
}
// Calculate size for the message box (approximate the height and width)
Vector2 sz = MeasureTextEx(font, messages[message].Text, font.BaseSize, 1.0f);
if (sz.X > 300)
{
sz.Y *= sz.X / 300;
sz.X = 300;
}
else if (sz.X < 160)
{
sz.X = 160;
}
Rectangle msgRect = new(selectedPos.X - 38.8f, selectedPos.Y, 2 * horizontalPadding + sz.X, 2 * verticalPadding + sz.Y);
msgRect.Y -= msgRect.Height;
// Coordinates for the chat bubble triangle
Vector2 a = new(selectedPos.X, msgRect.Y + msgRect.Height);
Vector2 b = new(a.X + 8, a.Y + 10);
Vector2 c = new(a.X + 10, a.Y);
// Don't go outside the screen
if (msgRect.X < 10)
{
msgRect.X += 28;
}
if (msgRect.Y < 10)
{
msgRect.Y = selectedPos.Y + 84;
a.Y = msgRect.Y;
c.Y = a.Y;
b.Y = a.Y - 10;
// Swap values so we can actually render the triangle :(
Vector2 tmp = a;
a = b;
b = tmp;
}
if (msgRect.X + msgRect.Width > screenWidth)
{
msgRect.X -= (msgRect.X + msgRect.Width) - screenWidth + 10;
}
// Draw chat bubble
DrawRectangleRec(msgRect, emoji[selected].Color);
DrawTriangle(a, b, c, emoji[selected].Color);
// Draw the main text message
Rectangle textRect = new(msgRect.X + (float)horizontalPadding / 2, msgRect.Y + (float)verticalPadding / 2, msgRect.Width - horizontalPadding, msgRect.Height);
DrawTextBoxed(font, messages[message].Text, textRect, font.BaseSize, 1.0f, true, Color.White);
// Draw the info text below the main message
int size = Encoding.UTF8.GetByteCount(messages[message].Text);
int length = GetCodepointCount(messages[message].Text);
string info = $"{messages[message].Language} {length} characters {size} bytes";
sz = MeasureTextEx(GetFontDefault(), info, 10, 1.0f);
DrawText(info, (int)(textRect.X + textRect.Width - sz.X), (int)(msgRect.Y + msgRect.Height - sz.Y - 2), 10, Color.RayWhite);
}
//------------------------------------------------------------------------------
// Draw the info text
DrawText("These emojis have something to tell you, click each to find out!", (screenWidth - 650) / 2, screenHeight - 40, 20, Color.Gray);
DrawText("Each emoji is a unicode character from a font, not a texture... Press [SPACEBAR] to refresh", (screenWidth - 484) / 2, screenHeight - 16, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
Vector2 mouse = GetMousePosition();
Vector2 pos = new(28.8f, 10.0f);
hovered = -1;
//----------------------------------------------------------------------------------
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontDefault); // Unload font resource
UnloadFont(fontAsian); // Unload font resource
UnloadFont(fontEmoji); // Unload font resource
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
ClearBackground(RAYWHITE);
return 0;
}
// Draw random emojis in the background
//------------------------------------------------------------------------------
for (int i = 0; i < SIZEOF(emoji); ++i)
// Fills the emoji array with random emoji (only those emojis present in fontEmoji)
static void RandomizeEmoji()
{
hovered = selected = -1;
int start = GetRandomValue(45, 360);
for (int i = 0; i < emoji.Length; i++)
{
const char* txt = ref[emoji[i].index];
Rectangle emojiRect = new(pos.X, pos.Y, fontEmoji.BaseSize, fontEmoji.BaseSize);
// 0-179 emoji codepoints (from emoji char array) each 4bytes + null char
emoji[i].Index = GetRandomValue(0, 179) * 5;
if (!CheckCollisionPointRec(mouse, emojiRect))
// Generate a random color for this emoji
emoji[i].Color = Fade(ColorFromHSV((start * (i + 1)) % 360, 0.6f, 0.85f), 0.8f);
// Set a random message for this emoji
emoji[i].Message = GetRandomValue(0, messages.Length - 1);
}
}
// Get the emoji codepoint (4 bytes + null) located at the given byte index inside EmojiCodepoints
static string GetEmojiAt(int index)
{
// Each emoji takes 4 bytes followed by a null separator, codepoints are stored as raw bytes
var sb = new StringBuilder();
for (int i = index; (i < EmojiCodepoints.Length) && (EmojiCodepoints[i] != '\0'); i++)
{
sb.Append(EmojiCodepoints[i]);
}
return sb.ToString();
}
//--------------------------------------------------------------------------------------
// Module Functions Definition
//--------------------------------------------------------------------------------------
// Draw text using font inside rectangle limits
static void DrawTextBoxed(Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
{
DrawTextBoxedSelectable(font, text, rec, fontSize, spacing, wordWrap, tint, 0, 0, Color.White, Color.White);
}
// Draw text using font inside rectangle limits with support for text selection
static unsafe void DrawTextBoxedSelectable(Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
{
int length = text.Length; // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scaleFactor = fontSize / (float)font.BaseSize; // Character rectangle scaling factor
// Word/character wrapping mechanism variables
const int MeasureState = 0;
const int DrawState = 1;
int state = wordWrap ? MeasureState : DrawState;
int startLine = -1; // Index where to begin drawing (where a line begins)
int endLine = -1; // Index where to stop drawing (where a line ends)
int lastk = -1; // Holds last value of the character position
using var textNative = new Utf8Buffer(text);
for (int i = 0, k = 0; i < length; i++, k++)
{
// Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0;
int codepoint = GetCodepoint(&textNative.AsPointer()[i], &codepointByteCount);
int index = GetGlyphIndex(font, codepoint);
// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol moving one byte
if (codepoint == 0x3f)
{
DrawTextEx(fontEmoji, txt, pos, fontEmoji.BaseSize, 1.0, selected == i ? emoji[i].Color : ColorAlpha(LIGHTGRAY, 0.4f));
codepointByteCount = 1;
}
i += (codepointByteCount - 1);
float glyphWidth = 0;
if (codepoint != '\n')
{
glyphWidth = (font.Glyphs[index].AdvanceX == 0) ?
font.Recs[index].Width * scaleFactor :
font.Glyphs[index].AdvanceX * scaleFactor;
if (i + 1 < length)
{
glyphWidth = glyphWidth + spacing;
}
}
// NOTE: When wordWrap is ON we first measure how much of the text we can draw before going outside of the rec container
// We store this info in startLine and endLine, then we change states, draw the text between those two variables
// and change states again and again recursively until the end of the text (or until we get outside of the container)
// When wordWrap is OFF we don't need the measure state so we go to the drawing state immediately
// and begin drawing on the next line before we can get outside the container
if (state == MeasureState)
{
// TODO: There are multiple types of spaces in UNICODE, maybe it's a good idea to add support for more
// Ref: http://jkorpela.fi/chars/spaces.html
if ((codepoint == ' ') || (codepoint == '\t') || (codepoint == '\n'))
{
endLine = i;
}
if ((textOffsetX + glyphWidth) > rec.Width)
{
endLine = (endLine < 1) ? i : endLine;
if (i == endLine)
{
endLine -= codepointByteCount;
}
if ((startLine + codepointByteCount) == endLine)
{
endLine = (i - codepointByteCount);
}
state = 1 - state;
}
else if ((i + 1) == length)
{
endLine = i;
state = 1 - state;
}
else if (codepoint == '\n')
{
state = 1 - state;
}
if (state == DrawState)
{
textOffsetX = 0;
i = startLine;
glyphWidth = 0;
// Save character position when we switch states
int tmp = lastk;
lastk = k - 1;
k = tmp;
}
}
else
{
DrawTextEx(fontEmoji, txt, pos, fontEmoji.BaseSize, 1.0, emoji[i].Color);
hovered = i;
hoveredPos = pos;
if (codepoint == '\n')
{
if (!wordWrap)
{
textOffsetY += (font.BaseSize + font.BaseSize / 2) * scaleFactor;
textOffsetX = 0;
}
}
else
{
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.Width))
{
textOffsetY += (font.BaseSize + font.BaseSize / 2) * scaleFactor;
textOffsetX = 0;
}
// When text overflows rectangle height limit, just stop drawing
if ((textOffsetY + font.BaseSize * scaleFactor) > rec.Height)
{
break;
}
// Draw selection background
bool isGlyphSelected = false;
if ((selectStart >= 0) && (k >= selectStart) && (k < (selectStart + selectLength)))
{
DrawRectangleRec(new Rectangle(rec.X + textOffsetX - 1, rec.Y + textOffsetY, glyphWidth, (float)font.BaseSize * scaleFactor), selectBackTint);
isGlyphSelected = true;
}
// Draw current character glyph
if ((codepoint != ' ') && (codepoint != '\t'))
{
DrawTextCodepoint(font, codepoint, new Vector2(rec.X + textOffsetX, rec.Y + textOffsetY), fontSize, isGlyphSelected ? selectTint : tint);
}
}
if (wordWrap && (i == endLine))
{
textOffsetY += (font.BaseSize + font.BaseSize / 2) * scaleFactor;
textOffsetX = 0;
startLine = endLine;
endLine = -1;
glyphWidth = 0;
selectStart += lastk - k;
k = lastk;
state = 1 - state;
}
}
if ((i != 0) && (i % EMOJI_PER_WIDTH == 0)) { pos.Y += fontEmoji.BaseSize + 24.25f; pos.X = 28.8f; }
else pos.X += fontEmoji.BaseSize + 28.8f;
textOffsetX += glyphWidth;
}
//------------------------------------------------------------------------------
// Draw the message when a emoji is selected
//------------------------------------------------------------------------------
if (selected != -1)
{
const int message = emoji[selected].message;
const int horizontalPadding = 20, verticalPadding = 30;
Font* font = ref;
// Set correct font for asian languages
if (TextIsEqual(messages[message].language, "Chinese") ||
TextIsEqual(messages[message].language, "Korean") ||
TextIsEqual(messages[message].language, "Japanese")) font = ref;
// Calculate size for the message box (approximate the height and width)
Vector2 sz = MeasureTextEx(*font, messages[message].text, font->baseSize, 1.0f);
if (sz.X > 300) { sz.Y *= sz.X / 300; sz.X = 300; }
else if (sz.X < 160) sz.X = 160;
Rectangle msgRect = new(selectedPos.X - 38.8f, selectedPos.Y, 2 * horizontalPadding + sz.X, 2 * verticalPadding + sz.Y);
msgRect.Y -= msgRect.Height;
// Coordinates for the chat bubble triangle
Vector2 a = new(selectedPos.X, msgRect.Y + msgRect.Height);
Vector2 b = new(a.X + 8, a.Y + 10);
Vector2 c = new(a.X + 10, a.Y);
// Don't go outside the screen
if (msgRect.X < 10) msgRect.X += 28;
if (msgRect.Y < 10)
{
msgRect.Y = selectedPos.Y + 84;
a.Y = msgRect.Y;
c.Y = a.Y;
b.Y = a.Y - 10;
// Swap values so we can actually render the triangle :(
Vector2 tmp = a;
a = b;
b = tmp;
}
if (msgRect.X + msgRect.Width > screenWidth) msgRect.X -= (msgRect.X + msgRect.Width) - screenWidth + 10;
// Draw chat bubble
DrawRectangleRec(msgRect, emoji[selected].Color);
DrawTriangle(a, b, c, emoji[selected].Color);
// Draw the main text message
Rectangle textRect = new(msgRect.X + horizontalPadding / 2, msgRect.Y + verticalPadding / 2, msgRect.Width - horizontalPadding, msgRect.Height);
DrawTextRec(*font, messages[message].text, textRect, font->baseSize, 1.0f, true, WHITE);
// Draw the info text below the main message
int size = strlen(messages[message].text);
int len = GetCodepointsCount(messages[message].text);
const char* info = TextFormat("%s %u characters %i bytes", messages[message].language, len, size);
sz = MeasureTextEx(GetFontDefault(), info, 10, 1.0f);
Vector2 pos = new(textRect.X + textRect.Width - sz.X, msgRect.Y + msgRect.Height - sz.Y - 2);
DrawText(info, pos.X, pos.Y, 10, RAYWHITE);
}
//------------------------------------------------------------------------------
// Draw the info text
DrawText("These emojis have something to tell you, click each to find out!", (screenWidth - 650) / 2, screenHeight - 40, 20, GRAY);
DrawText("Each emoji is a unicode character from a font, not a texture... Press [SPACEBAR] to refresh", (screenWidth - 484) / 2, screenHeight - 16, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontDefault); // Unload font resource
UnloadFont(fontAsian); // Unload font resource
UnloadFont(fontEmoji); // Unload font resource
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Fills the emoji array with random emoji (only those emojis present in fontEmoji)
static void RandomizeEmoji(void)
{
hovered = selected = -1;
int start = GetRandomValue(45, 360);
for (int i = 0; i < SIZEOF(emoji); ++i)
{
// 0-179 emoji codepoints (from emoji char array) each 4bytes + null char
emoji[i].index = GetRandomValue(0, 179) * 5;
// Generate a random color for this emoji
Vector3 hsv = new((start * (i + 1)) % 360, 0.6f, 0.85f);
emoji[i].Color = ColorAlpha(ColorFromHSV(hsv), 0.8f);
// Set a random message for this emoji
emoji[i].message = GetRandomValue(0, SIZEOF(messages) - 1);
}
}
}
}

View file

@ -1,11 +1,15 @@
/*******************************************************************************************
*
* raylib [text] example - Text Writing Animation
* raylib [text] example - writing anim
*
* 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)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.4, last time updated with raylib 1.4
*
* 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)
*
********************************************************************************************/
@ -13,60 +17,85 @@ using static Raylib_cs.Raylib;
namespace Examples.Text;
public class WritingAnim
public partial class WritingAnim : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Writing Animation";
public string Title => "raylib [text] example - writing anim";
private string message;
private int framesCounter;
public void Init()
{
message = "This sample illustrates a text writing\nanimation effect! Check it out! ;)";
framesCounter = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Space))
{
framesCounter += 8;
}
else
{
framesCounter += 1;
}
if (IsKeyPressed(KeyboardKey.Enter))
{
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText(message.SubText(0, framesCounter / 10), 210, 160, 20, Color.Maroon);
DrawText("PRESS [ENTER] to RESTART!", 240, 260, 20, Color.LightGray);
DrawText("HOLD [SPACE] to SPEED UP!", 239, 300, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - writing anim");
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);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new WritingAnim();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Space))
{
framesCounter += 8;
}
else
{
framesCounter += 1;
}
if (IsKeyPressed(KeyboardKey.Enter))
{
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText(message.SubText(0, framesCounter / 10), 210, 160, 20, Color.Maroon);
DrawText("PRESS [ENTER] to RESTART!", 240, 260, 20, Color.LightGray);
DrawText("PRESS [SPACE] to SPEED UP!", 239, 300, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;