/******************************************************************************************* * * raylib [text] example - font filters * * 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) * * Example originally created with raylib 1.3, 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) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Text; public partial class FontFilters : IExample { 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() { msg = "Loaded Font"; // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) // TTF Font loading with custom generation parameters 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 FILTER_BILINEAR GenTextureMipmaps(ref font.Texture); fontSize = font.BaseSize; fontPosition = new(40, screenHeight / 2 - 80); textSize = new(0.0f, 0.0f); // Setup texture scaling filter SetTextureFilter(font.Texture, TextureFilter.Point); currentFontFilter = TextureFilter.Point; // TEXTURE_FILTER_POINT } 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()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }