* 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')
241 lines
10 KiB
C#
241 lines
10 KiB
C#
/*******************************************************************************************
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*
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* raylib [text] example - unicode ranges
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.6
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*
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* Example contributed by Vadim Gunko (@GuvaCode) and reviewed by Ramon Santamaria (@raysan5)
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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) 2025 Vadim Gunko (@GuvaCode) and 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 UnicodeRanges : 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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// path differs from upstream: font lives under resources/fonts/
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private const string FontPath = "resources/fonts/NotoSansTC-Regular.ttf";
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public string Name => "Text / Unicode Ranges";
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public string Title => "raylib [text] example - unicode ranges";
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private Font font;
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private int unicodeRange; // Track the ranges of codepoints added to font
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private int prevUnicodeRange; // Previous Unicode range to avoid reloading every frame
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public void Init()
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{
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// Load font with default Unicode range: Basic ASCII [32-127]
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font = LoadFont(FontPath);
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SetTextureFilter(font.Texture, TextureFilter.Bilinear);
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unicodeRange = 0;
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prevUnicodeRange = 0;
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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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if (unicodeRange != prevUnicodeRange)
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{
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UnloadFont(font);
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// Load font with default Unicode range: Basic ASCII [32-127]
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font = LoadFont(FontPath);
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// Add required ranges to loaded font
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// NOTE: The upstream switch uses fall-through so range N also loads all lower
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// ranges, in the same order (4 -> 3 -> 2 -> 1); the descending if-chain preserves that.
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/*
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if (unicodeRange >= 5)
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{
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// Unicode range: Devanari, Arabic, Hebrew
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// WARNING: Glyphs not available on provided font!
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AddCodepointRange(ref font, FontPath, 0x900, 0x97f); // Devanagari
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AddCodepointRange(ref font, FontPath, 0x600, 0x6ff); // Arabic
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AddCodepointRange(ref font, FontPath, 0x5d0, 0x5ea); // Hebrew
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}
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*/
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if (unicodeRange >= 4)
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{
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// Unicode range: CJK (Japanese and Chinese)
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// WARNING: Loading thousands of codepoints requires lot of time!
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// A better strategy is prefilter the required codepoints for the text
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// in the game and just load the required ones
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AddCodepointRange(ref font, FontPath, 0x4e00, 0x9fff);
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AddCodepointRange(ref font, FontPath, 0x3400, 0x4dbf);
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AddCodepointRange(ref font, FontPath, 0x3000, 0x303f);
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AddCodepointRange(ref font, FontPath, 0x3040, 0x309f);
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AddCodepointRange(ref font, FontPath, 0x30A0, 0x30ff);
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AddCodepointRange(ref font, FontPath, 0x31f0, 0x31ff);
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AddCodepointRange(ref font, FontPath, 0xff00, 0xffef);
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AddCodepointRange(ref font, FontPath, 0xac00, 0xd7af);
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AddCodepointRange(ref font, FontPath, 0x1100, 0x11ff);
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}
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if (unicodeRange >= 3)
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{
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// Unicode range: Cyrillic
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AddCodepointRange(ref font, FontPath, 0x400, 0x4ff);
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AddCodepointRange(ref font, FontPath, 0x500, 0x52f);
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AddCodepointRange(ref font, FontPath, 0x2de0, 0x2Dff);
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AddCodepointRange(ref font, FontPath, 0xa640, 0xA69f);
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}
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if (unicodeRange >= 2)
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{
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// Unicode range: Greek
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AddCodepointRange(ref font, FontPath, 0x370, 0x3ff);
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AddCodepointRange(ref font, FontPath, 0x1f00, 0x1fff);
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}
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if (unicodeRange >= 1)
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{
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// Unicode range: European Languages
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AddCodepointRange(ref font, FontPath, 0xc0, 0x17f);
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AddCodepointRange(ref font, FontPath, 0x180, 0x24f);
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//AddCodepointRange(ref font, FontPath, 0x1e00, 0x1eff);
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//AddCodepointRange(ref font, FontPath, 0x2c60, 0x2c7f);
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}
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prevUnicodeRange = unicodeRange;
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SetTextureFilter(font.Texture, TextureFilter.Bilinear); // Set font atlas scale filter
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}
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if (IsKeyPressed(KeyboardKey.Zero))
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{
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unicodeRange = 0;
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}
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else if (IsKeyPressed(KeyboardKey.One))
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{
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unicodeRange = 1;
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}
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else if (IsKeyPressed(KeyboardKey.Two))
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{
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unicodeRange = 2;
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}
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else if (IsKeyPressed(KeyboardKey.Three))
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{
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unicodeRange = 3;
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}
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else if (IsKeyPressed(KeyboardKey.Four))
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{
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unicodeRange = 4;
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}
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//else if (IsKeyPressed(KeyboardKey.Five)) unicodeRange = 5;
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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("ADD CODEPOINTS: [1][2][3][4]", 20, 20, 20, Color.Maroon);
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// Render test strings in different languages
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DrawTextEx(font, "> English: Hello World!", new Vector2(50, 70), 32, 1, Color.DarkGray); // English
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DrawTextEx(font, "> Español: Hola mundo!", new Vector2(50, 120), 32, 1, Color.DarkGray); // Spanish
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DrawTextEx(font, "> Ελληνικά: Γειά σου κόσμε!", new Vector2(50, 170), 32, 1, Color.DarkGray); // Greek
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DrawTextEx(font, "> Русский: Привет мир!", new Vector2(50, 220), 32, 0, Color.DarkGray); // Russian
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DrawTextEx(font, "> 中文: 你好世界!", new Vector2(50, 270), 32, 1, Color.DarkGray); // Chinese
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DrawTextEx(font, "> 日本語: こんにちは世界!", new Vector2(50, 320), 32, 1, Color.DarkGray); // Japanese
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//DrawTextEx(font, "देवनागरी: होला मुंडो!", new Vector2(50, 350), 32, 1, Color.DarkGray); // Devanagari (glyphs not available in font)
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// Draw font texture scaled to screen
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float atlasScale = 380.0f / font.Texture.Width;
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DrawRectangleRec(new Rectangle(400.0f, 16.0f, font.Texture.Width * atlasScale, font.Texture.Height * atlasScale), Color.Black);
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DrawTexturePro(font.Texture, new Rectangle(0, 0, font.Texture.Width, font.Texture.Height),
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new Rectangle(400.0f, 16.0f, font.Texture.Width * atlasScale, font.Texture.Height * atlasScale), new Vector2(0, 0), 0.0f, Color.White);
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DrawRectangleLines(400, 16, 380, 380, Color.Red);
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DrawText($"ATLAS SIZE: {font.Texture.Width}x{font.Texture.Height} px (x{atlasScale:00.00})", 20, 380, 20, Color.Blue);
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DrawText($"CODEPOINTS GLYPHS LOADED: {font.GlyphCount}", 20, 410, 20, Color.Lime);
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// Display font attribution
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DrawText("Font: Noto Sans TC. License: SIL Open Font License 1.1", screenWidth - 300, screenHeight - 20, 10, Color.Gray);
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if (prevUnicodeRange != unicodeRange)
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{
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DrawRectangle(0, 0, screenWidth, screenHeight, Fade(Color.White, 0.8f));
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DrawRectangle(0, 125, screenWidth, 200, Color.Gray);
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DrawText("GENERATING FONT ATLAS...", 120, 210, 40, 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); // Unload font resource
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}
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//--------------------------------------------------------------------------------------
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// Module Functions Definition
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//--------------------------------------------------------------------------------------
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// Add codepoint range to existing font
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private static unsafe void AddCodepointRange(ref Font font, string fontPath, int start, int stop)
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{
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int rangeSize = stop - start + 1;
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int currentRangeSize = font.GlyphCount;
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// TODO: Load glyphs from provided vector font (if available),
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// add them to existing font, regenerating font image and texture
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int updatedCodepointCount = currentRangeSize + rangeSize;
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int[] updatedCodepoints = new int[updatedCodepointCount];
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// Get current codepoint list
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for (int i = 0; i < currentRangeSize; i++)
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{
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updatedCodepoints[i] = font.Glyphs[i].Value;
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}
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// Add new codepoints to list (provided range)
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for (int i = currentRangeSize; i < updatedCodepointCount; i++)
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{
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updatedCodepoints[i] = start + (i - currentRangeSize);
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}
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UnloadFont(font);
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font = LoadFontEx(fontPath, 32, updatedCodepoints, updatedCodepointCount);
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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 - unicode ranges");
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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 UnicodeRanges();
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game.Init();
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// Main 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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