feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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234 changed files with 38997 additions and 10578 deletions
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@ -1,15 +1,19 @@
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/*******************************************************************************************
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*
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* raylib [text] example - Font filters
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* raylib [text] example - font filters
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*
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* After font loading, font texture atlas filter could be configured for a softer
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* Example complexity rating: [★★☆☆] 2/4
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*
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* NOTE: After font loading, font texture atlas filter could be configured for a softer
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* display of the font when scaling it to different sizes, that way, it's not required
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* to generate multiple fonts at multiple sizes (as long as the scaling is not very different)
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*
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* This example has been created using raylib 1.3.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example originally created with raylib 1.3, last time updated with raylib 4.2
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -18,129 +22,164 @@ using static Raylib_cs.Raylib;
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namespace Examples.Text;
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public class FontFilters
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public partial class FontFilters : IExample
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{
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public static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Text / Font Filters";
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public string Title => "raylib [text] example - font filters";
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private string msg;
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private Font font;
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private float fontSize;
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private Vector2 fontPosition;
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private Vector2 textSize;
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private TextureFilter currentFontFilter;
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public void Init()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - font filters");
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string msg = "Loaded Font";
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msg = "Loaded Font";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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// TTF Font loading with custom generation parameters
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Font font = LoadFontEx("resources/fonts/KAISG.ttf", 96, null, 0);
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font = LoadFontEx("resources/fonts/KAISG.ttf", 96, null, 0);
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// Generate mipmap levels to use trilinear filtering
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// NOTE: On 2D drawing it won't be noticeable, it looks like TEXTURE_FILTER_BILINEAR
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// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
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GenTextureMipmaps(ref font.Texture);
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float fontSize = font.BaseSize;
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Vector2 fontPosition = new(40, screenHeight / 2 - 80);
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Vector2 textSize = new(0.0f, 0.0f);
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fontSize = font.BaseSize;
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fontPosition = new(40, screenHeight / 2 - 80);
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textSize = new(0.0f, 0.0f);
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// Setup texture scaling filter
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SetTextureFilter(font.Texture, TextureFilter.Point);
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TextureFilter currentFontFilter = TextureFilter.Point;
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currentFontFilter = TextureFilter.Point; // TEXTURE_FILTER_POINT
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}
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SetTargetFPS(60);
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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fontSize += GetMouseWheelMove() * 4.0f;
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// Choose font texture filter method
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if (IsKeyPressed(KeyboardKey.One))
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{
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SetTextureFilter(font.Texture, TextureFilter.Point);
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currentFontFilter = TextureFilter.Point;
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}
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else if (IsKeyPressed(KeyboardKey.Two))
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{
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SetTextureFilter(font.Texture, TextureFilter.Bilinear);
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currentFontFilter = TextureFilter.Bilinear;
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}
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else if (IsKeyPressed(KeyboardKey.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, TextureFilter.Trilinear);
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currentFontFilter = TextureFilter.Trilinear;
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}
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textSize = MeasureTextEx(font, msg, fontSize, 0);
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if (IsKeyDown(KeyboardKey.Left))
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{
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fontPosition.X -= 10;
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}
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else if (IsKeyDown(KeyboardKey.Right))
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{
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fontPosition.X += 10;
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}
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#if BROWSER
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// NOTE: drag-and-drop font loading is not supported in the browser host; default loaded font is kept.
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#else
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// Load a dropped TTF file dynamically (at current fontSize)
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if (IsFileDropped())
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{
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var files = Raylib.GetDroppedFiles();
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// NOTE: We only support first ttf file dropped
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if (IsFileExtension(files[0], ".ttf"))
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{
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UnloadFont(font);
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font = LoadFontEx(files[0], (int)fontSize, null, 0);
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}
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}
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#endif
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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DrawText("Use mouse wheel to change font size", 20, 20, 10, Color.Gray);
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DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, Color.Gray);
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DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, Color.Gray);
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DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, Color.DarkGray);
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DrawTextEx(font, msg, fontPosition, fontSize, 0, Color.Black);
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// TODO: It seems texSize measurement is not accurate due to chars offsets...
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//DrawRectangleLines((int)fontPosition.X, (int)fontPosition.Y, (int)textSize.X, (int)textSize.Y, Color.Red);
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DrawRectangle(0, screenHeight - 80, screenWidth, 80, Color.LightGray);
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DrawText($"Font size: {fontSize:00.00}", 20, screenHeight - 50, 10, Color.DarkGray);
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DrawText($"Text size: [{textSize.X:00.00}, {textSize.Y:00.00}]", 20, screenHeight - 30, 10, Color.DarkGray);
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DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, Color.Gray);
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if (currentFontFilter == TextureFilter.Point)
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{
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DrawText("POINT", 570, 400, 20, Color.Black);
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}
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else if (currentFontFilter == TextureFilter.Bilinear)
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{
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DrawText("BILINEAR", 570, 400, 20, Color.Black);
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}
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else if (currentFontFilter == TextureFilter.Trilinear)
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{
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DrawText("TRILINEAR", 570, 400, 20, Color.Black);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadFont(font); // Font unloading
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [text] example - font filters");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new FontFilters();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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fontSize += GetMouseWheelMove() * 4.0f;
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// Choose font texture filter method
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if (IsKeyPressed(KeyboardKey.One))
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{
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SetTextureFilter(font.Texture, TextureFilter.Point);
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currentFontFilter = TextureFilter.Point;
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}
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else if (IsKeyPressed(KeyboardKey.Two))
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{
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SetTextureFilter(font.Texture, TextureFilter.Bilinear);
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currentFontFilter = TextureFilter.Bilinear;
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}
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else if (IsKeyPressed(KeyboardKey.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, TextureFilter.Trilinear);
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currentFontFilter = TextureFilter.Trilinear;
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}
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textSize = MeasureTextEx(font, msg, fontSize, 0);
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if (IsKeyDown(KeyboardKey.Left))
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{
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fontPosition.X -= 10;
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}
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else if (IsKeyDown(KeyboardKey.Right))
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{
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fontPosition.X += 10;
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}
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// Load a dropped TTF file dynamically (at current fontSize)
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if (IsFileDropped())
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{
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string[] files = Raylib.GetDroppedFiles();
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// NOTE: We only support first ttf file dropped
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if (IsFileExtension(files[0], ".ttf"))
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{
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UnloadFont(font);
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font = LoadFontEx(files[0], (int)fontSize, null, 0);
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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DrawText("Use mouse wheel to change font size", 20, 20, 10, Color.Gray);
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DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, Color.Gray);
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DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, Color.Gray);
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DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, Color.DarkGray);
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DrawTextEx(font, msg, fontPosition, fontSize, 0, Color.Black);
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DrawRectangle(0, screenHeight - 80, screenWidth, 80, Color.LightGray);
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DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, Color.Gray);
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if (currentFontFilter == TextureFilter.Point)
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{
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DrawText("POINT", 570, 400, 20, Color.Black);
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}
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else if (currentFontFilter == TextureFilter.Point)
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{
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DrawText("BILINEAR", 570, 400, 20, Color.Black);
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}
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else if (currentFontFilter == TextureFilter.Trilinear)
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{
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DrawText("TRILINEAR", 570, 400, 20, Color.Black);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadFont(font);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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