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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