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https://github.com/raylib-cs/raylib-cs
synced 2025-06-30 19:03:42 -04:00
Initial example update
- Updating examples with new changes.
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@ -55,7 +55,7 @@ public partial class text_font_sdf
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// Load SDF required shader (we use default vertex shader)
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Shader shader = LoadShader(null, "resources/shaders/sdf.fs");
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SetTextureFilter(fontSDF.texture, (int)FILTER_BILINEAR); // Required for SDF font
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SetTextureFilter(fontSDF.texture, TextureFilterMode.FILTER_BILINEAR); // Required for SDF font
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Vector2 fontPosition = new Vector2( 40, screenHeight/2 - 50 );
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Vector2 textSize = new Vector2( 0.0f );
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@ -74,7 +74,7 @@ public partial class text_font_sdf
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if (fontSize < 6) fontSize = 6;
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if (IsKeyDown(KEY_SPACE)) currentFont = 1;
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if (IsKeyDown(KeyboardKey.KEY_SPACE)) currentFont = 1;
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else currentFont = 0;
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if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
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@ -57,7 +57,7 @@ public partial class text_input_box
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letterCount++;
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}
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if (IsKeyPressed(KEY_BACKSPACE))
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if (IsKeyPressed(KeyboardKey.KEY_BACKSPACE))
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{
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letterCount--;
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if (letterCount < 0) letterCount = 0;
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@ -109,7 +109,7 @@ public partial class text_input_box
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}
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// Check if any key is pressed
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// NOTE: We limit keys check to keys between 32 (KEY_SPACE) and 126
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// NOTE: We limit keys check to keys between 32 (KeyboardKey.KEY_SPACE) and 126
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bool IsAnyKeyPressed()
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{
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bool keyPressed = false;
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@ -40,7 +40,7 @@ public partial class text_ttf_loading
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Vector2 fontPosition = new Vector2( 40, screenHeight/2 - 80 );
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Vector2 textSize;
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SetTextureFilter(font.texture, (int)FILTER_POINT);
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SetTextureFilter(font.texture, TextureFilterMode.FILTER_POINT);
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int currentFontFilter = 0; // FILTER_POINT
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// NOTE: Drag and drop support only available for desktop platforms: Windows, Linux, OSX
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@ -57,27 +57,27 @@ public partial class text_ttf_loading
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fontSize += GetMouseWheelMove()*4.0f;
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// Choose font texture filter method
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if (IsKeyPressed(KEY_ONE))
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if (IsKeyPressed(KeyboardKey.KEY_ONE))
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{
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SetTextureFilter(font.texture, (int)FILTER_POINT);
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SetTextureFilter(font.texture, TextureFilterMode.FILTER_POINT);
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currentFontFilter = 0;
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}
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else if (IsKeyPressed(KEY_TWO))
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else if (IsKeyPressed(KeyboardKey.KEY_TWO))
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{
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SetTextureFilter(font.texture, (int)FILTER_BILINEAR);
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SetTextureFilter(font.texture, TextureFilterMode.FILTER_BILINEAR);
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currentFontFilter = 1;
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}
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else if (IsKeyPressed(KEY_THREE))
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else if (IsKeyPressed(KeyboardKey.KEY_THREE))
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{
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// NOTE: Trilinear filter won't be noticed on 2D drawing
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SetTextureFilter(font.texture, (int)FILTER_TRILINEAR);
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SetTextureFilter(font.texture, TextureFilterMode.FILTER_TRILINEAR);
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currentFontFilter = 2;
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}
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textSize = MeasureTextEx(font, msg, fontSize, 0);
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if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10;
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else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10;
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if (IsKeyDown(KeyboardKey.KEY_LEFT)) fontPosition.x -= 10;
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else if (IsKeyDown(KeyboardKey.KEY_RIGHT)) fontPosition.x += 10;
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// Load a dropped TTF file dynamically (at current fontSize)
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if (IsFileDropped())
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@ -36,10 +36,10 @@ public partial class text_writing_anim
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyDown(KEY_SPACE)) framesCounter += 8;
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if (IsKeyDown(KeyboardKey.KEY_SPACE)) framesCounter += 8;
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else framesCounter++;
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if (IsKeyPressed(KEY_ENTER)) framesCounter = 0;
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if (IsKeyPressed(KeyboardKey.KEY_ENTER)) framesCounter = 0;
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//----------------------------------------------------------------------------------
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// Draw
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