* 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')
202 lines
7.1 KiB
C#
202 lines
7.1 KiB
C#
/*******************************************************************************************
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*
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* raylib [text] example - font sdf
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 1.3, last time updated with raylib 4.0
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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) 2015-2025 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 FontSdf : 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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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Text / Font SDF";
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public string Title => "raylib [text] example - font sdf";
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private string msg;
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private Font fontDefault;
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private Font fontSDF;
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private Shader shader;
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private Vector2 fontPosition;
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private Vector2 textSize;
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private float fontSize;
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private int currentFont;
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public unsafe void Init()
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{
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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msg = "Signed Distance Fields";
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// Loading file to memory
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var fileSize = 0;
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var fileData = LoadFileData("resources/fonts/anonymous_pro_bold.ttf", ref fileSize);
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// Build the fonts in locals first: taking the address of a struct's field (&font.GlyphCount,
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// &font.Recs) is only allowed for a stack local, not a heap field. Assign to the fields after.
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// Default font generation from TTF font
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Font fontDefault = new();
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fontDefault.BaseSize = 16;
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fontDefault.GlyphCount = 95;
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// Loading font data from memory data
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// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 95 (autogenerate chars array)
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fontDefault.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 95, FontType.Default, &fontDefault.GlyphCount);
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// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 4 px, pack method: 0 (default)
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var atlas = GenImageFontAtlas(fontDefault.Glyphs, &fontDefault.Recs, 95, 16, 4, 0);
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fontDefault.Texture = LoadTextureFromImage(atlas);
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UnloadImage(atlas);
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this.fontDefault = fontDefault;
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// SDF font generation from TTF font
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Font fontSDF = new();
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fontSDF.BaseSize = 16;
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fontSDF.GlyphCount = 95;
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// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 0 (defaults to 95)
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fontSDF.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 0, FontType.Sdf, &fontSDF.GlyphCount);
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// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 0 px, pack method: 1 (Skyline algorythm)
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atlas = GenImageFontAtlas(fontSDF.Glyphs, &fontSDF.Recs, 95, 16, 0, 1);
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fontSDF.Texture = LoadTextureFromImage(atlas);
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UnloadImage(atlas);
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this.fontSDF = fontSDF;
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UnloadFileData(fileData); // Free memory from loaded file
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// Load SDF required shader (we use default vertex shader)
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/sdf.fs");
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SetTextureFilter(fontSDF.Texture, TextureFilter.Bilinear); // Required for SDF font
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fontPosition = new(40, screenHeight / 2.0f - 50);
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textSize = new(0.0f);
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fontSize = 16.0f;
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currentFont = 0; // 0 - fontDefault, 1 - fontSDF
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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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fontSize += GetMouseWheelMove() * 8.0f;
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if (fontSize < 6)
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{
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fontSize = 6;
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}
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if (IsKeyDown(KeyboardKey.Space))
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{
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currentFont = 1;
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}
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else
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{
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currentFont = 0;
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}
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if (currentFont == 0)
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{
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textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
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}
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else
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{
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textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
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}
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fontPosition.X = GetScreenWidth() / 2 - textSize.X / 2;
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fontPosition.Y = GetScreenHeight() / 2 - textSize.Y / 2 + 80;
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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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if (currentFont == 1)
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{
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// NOTE: SDF fonts require a custom SDf shader to compute fragment color
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BeginShaderMode(shader); // Activate SDF font shader
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DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, Color.Black);
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EndShaderMode(); // Activate our default shader for next drawings
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DrawTexture(fontSDF.Texture, 10, 10, Color.Black);
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}
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else
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{
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DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, Color.Black);
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DrawTexture(fontDefault.Texture, 10, 10, Color.Black);
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}
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if (currentFont == 1)
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{
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DrawText("SDF!", 320, 20, 80, Color.Red);
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}
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else
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{
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DrawText("default font", 315, 40, 30, Color.Gray);
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}
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DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, Color.DarkGray);
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DrawText($"RENDER SIZE: {fontSize:00.00}", GetScreenWidth() - 240, 50, 20, Color.DarkGray);
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DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, Color.DarkGray);
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DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, Color.Maroon);
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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(fontDefault); // Default font unloading
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UnloadFont(fontSDF); // SDF font unloading
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UnloadShader(shader); // Unload SDF shader
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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 sdf");
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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 FontSdf();
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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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