* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
130 lines
4.6 KiB
C#
130 lines
4.6 KiB
C#
/*******************************************************************************************
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*
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* raylib [text] example - font spritefont
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* NOTE: Sprite fonts should be generated following this conventions:
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*
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* - Characters must be ordered starting with character 32 (Space)
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* - Every character must be contained within the same Rectangle height
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* - Every character and every line must be separated by the same distance (margin/padding)
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* - Rectangles must be defined by a MAGENTA color background
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*
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* Following those constraints, a font can be provided just by an image,
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* this is quite handy to avoid additional font descriptor files (like BMFonts use)
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*
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* Example originally created with raylib 1.0, last time updated with raylib 1.0
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*
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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) 2014-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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namespace Examples.Text;
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public partial class FontSpritefont : IExample
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{
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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 Spritefont";
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public string Title => "raylib [text] example - font spritefont";
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private string msg1;
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private string msg2;
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private string msg3;
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private Font font1;
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private Font font2;
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private Font font3;
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private Vector2 fontPosition1;
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private Vector2 fontPosition2;
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private Vector2 fontPosition3;
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public void Init()
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{
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msg1 = "THIS IS A custom SPRITE FONT...";
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msg2 = "...and this is ANOTHER CUSTOM font...";
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msg3 = "...and a THIRD one! GREAT! :D";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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font1 = LoadFont("resources/custom_mecha.png"); // Font loading
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font2 = LoadFont("resources/custom_alagard.png"); // Font loading
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font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
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fontPosition1 = new(
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screenWidth / 2 - MeasureTextEx(font1, msg1, font1.BaseSize, -3).X / 2,
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screenHeight / 2 - font1.BaseSize / 2 - 80
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);
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fontPosition2 = new(
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screenWidth / 2 - MeasureTextEx(font2, msg2, font2.BaseSize, -2).X / 2,
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screenHeight / 2 - font2.BaseSize / 2 - 10
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);
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fontPosition3 = new(
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screenWidth / 2 - MeasureTextEx(font3, msg3, font3.BaseSize, 2).X / 2,
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screenHeight / 2 - font3.BaseSize / 2 + 50
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);
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update variables here...
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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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DrawTextEx(font1, msg1, fontPosition1, font1.BaseSize, -3, Color.White);
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DrawTextEx(font2, msg2, fontPosition2, font2.BaseSize, -2, Color.White);
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DrawTextEx(font3, msg3, fontPosition3, font3.BaseSize, 2, Color.White);
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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(font1); // Font unloading
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UnloadFont(font2); // Font unloading
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UnloadFont(font3); // 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 spritefont");
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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 FontSpritefont();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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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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