225 lines
10 KiB
C#
225 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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using System.Numerics;
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using Raylib_cs;
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using static Raylib_cs.Raylib;
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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)) unicodeRange = 0;
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else if (IsKeyPressed(KeyboardKey.One)) unicodeRange = 1;
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else if (IsKeyPressed(KeyboardKey.Two)) unicodeRange = 2;
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else if (IsKeyPressed(KeyboardKey.Three)) unicodeRange = 3;
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else if (IsKeyPressed(KeyboardKey.Four)) unicodeRange = 4;
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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++) updatedCodepoints[i] = font.Glyphs[i].Value;
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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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updatedCodepoints[i] = start + (i - currentRangeSize);
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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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