* 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')
183 lines
5.8 KiB
C#
183 lines
5.8 KiB
C#
/*******************************************************************************************
|
|
*
|
|
* raylib [text] example - words alignment
|
|
*
|
|
* Example complexity rating: [★☆☆☆] 1/4
|
|
*
|
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
|
*
|
|
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* 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) 2025 JP Mortiboys (@themushroompirates)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
using static Raylib_cs.Raymath; // Required for: Lerp()
|
|
|
|
namespace Examples.Text;
|
|
|
|
public partial class WordsAlignment : IExample
|
|
{
|
|
private const int screenWidth = 800;
|
|
private const int screenHeight = 450;
|
|
|
|
// TextAlignment values: Left/Top = 0, Centre/Middle = 1, Right/Bottom = 2
|
|
|
|
public string Name => "Text / Words Alignment";
|
|
|
|
public string Title => "raylib [text] example - words alignment";
|
|
|
|
// Define the rectangle we will draw the text in
|
|
private Rectangle textContainerRect;
|
|
|
|
// Some text to display the current alignment
|
|
private static readonly string[] textAlignNameH = { "Left", "Centre", "Right" };
|
|
private static readonly string[] textAlignNameV = { "Top", "Middle", "Bottom" };
|
|
|
|
// Define the text we're going to draw in the rectangle
|
|
private int wordIndex;
|
|
private int wordCount;
|
|
private string[] words;
|
|
|
|
// Initialize the font size we're going to use
|
|
private int fontSize;
|
|
|
|
// And of course the font...
|
|
private Font font;
|
|
|
|
// Initialize the alignment variables
|
|
private int hAlign;
|
|
private int vAlign;
|
|
|
|
public void Init()
|
|
{
|
|
// Define the rectangle we will draw the text in
|
|
textContainerRect = new Rectangle((float)screenWidth / 2 - (float)screenWidth / 4, (float)screenHeight / 2 - (float)screenHeight / 3, (float)screenWidth / 2, (float)screenHeight * 2 / 3);
|
|
|
|
// Define the text we're going to draw in the rectangle
|
|
wordIndex = 0;
|
|
words = "raylib is a simple and easy-to-use library to enjoy videogames programming".Split(' ');
|
|
wordCount = words.Length;
|
|
|
|
// Initialize the font size we're going to use
|
|
fontSize = 40;
|
|
|
|
// And of course the font...
|
|
font = GetFontDefault();
|
|
|
|
// Initialize the alignment variables
|
|
hAlign = 1; // TEXT_ALIGN_CENTRE
|
|
vAlign = 1; // TEXT_ALIGN_MIDDLE
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
if (IsKeyPressed(KeyboardKey.Left))
|
|
{
|
|
if (hAlign > 0)
|
|
{
|
|
hAlign = hAlign - 1;
|
|
}
|
|
}
|
|
|
|
if (IsKeyPressed(KeyboardKey.Right))
|
|
{
|
|
hAlign = hAlign + 1;
|
|
if (hAlign > 2)
|
|
{
|
|
hAlign = 2;
|
|
}
|
|
}
|
|
|
|
if (IsKeyPressed(KeyboardKey.Up))
|
|
{
|
|
if (vAlign > 0)
|
|
{
|
|
vAlign = vAlign - 1;
|
|
}
|
|
}
|
|
|
|
if (IsKeyPressed(KeyboardKey.Down))
|
|
{
|
|
vAlign = vAlign + 1;
|
|
if (vAlign > 2)
|
|
{
|
|
vAlign = 2;
|
|
}
|
|
}
|
|
|
|
// One word per second
|
|
if (wordCount > 0)
|
|
{
|
|
wordIndex = (int)GetTime() % wordCount;
|
|
}
|
|
else
|
|
{
|
|
wordIndex = 0;
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(Color.DarkBlue);
|
|
|
|
DrawText("Use Arrow Keys to change the text alignment", 20, 20, 20, Color.LightGray);
|
|
DrawText($"Alignment: Horizontal = {textAlignNameH[hAlign]}, Vertical = {textAlignNameV[vAlign]}", 20, 40, 20, Color.LightGray);
|
|
|
|
DrawRectangleRec(textContainerRect, Color.Blue);
|
|
|
|
// Get the size of the text to draw
|
|
Vector2 textSize = MeasureTextEx(font, words[wordIndex], fontSize, fontSize * .1f);
|
|
|
|
// Calculate the top-left text position based on the rectangle and alignment
|
|
Vector2 textPos = new Vector2(
|
|
textContainerRect.X + Lerp(0.0f, textContainerRect.Width - textSize.X, hAlign * 0.5f),
|
|
textContainerRect.Y + Lerp(0.0f, textContainerRect.Height - textSize.Y, vAlign * 0.5f)
|
|
);
|
|
|
|
// Draw the text
|
|
DrawTextEx(font, words[wordIndex], textPos, fontSize, fontSize * .1f, Color.RayWhite);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
public void Unload()
|
|
{
|
|
}
|
|
|
|
public static int Main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
InitWindow(screenWidth, screenHeight, "raylib [text] example - words alignment");
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
var game = new WordsAlignment();
|
|
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;
|
|
}
|
|
}
|