130 lines
4.6 KiB
C#
130 lines
4.6 KiB
C#
/*******************************************************************************************
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*
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* raylib [text] example - font spritefont
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* NOTE: Sprite fonts should be generated following this conventions:
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*
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* - Characters must be ordered starting with character 32 (Space)
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* - Every character must be contained within the same Rectangle height
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* - Every character and every line must be separated by the same distance (margin/padding)
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* - Rectangles must be defined by a MAGENTA color background
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*
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* Following those constraints, a font can be provided just by an image,
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* this is quite handy to avoid additional font descriptor files (like BMFonts use)
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*
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* Example originally created with raylib 1.0, last time updated with raylib 1.0
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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) 2014-2025 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 FontSpritefont : 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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public string Name => "Text / Font Spritefont";
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public string Title => "raylib [text] example - font spritefont";
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private string msg1;
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private string msg2;
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private string msg3;
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private Font font1;
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private Font font2;
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private Font font3;
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private Vector2 fontPosition1;
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private Vector2 fontPosition2;
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private Vector2 fontPosition3;
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public void Init()
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{
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msg1 = "THIS IS A custom SPRITE FONT...";
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msg2 = "...and this is ANOTHER CUSTOM font...";
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msg3 = "...and a THIRD one! GREAT! :D";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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font1 = LoadFont("resources/custom_mecha.png"); // Font loading
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font2 = LoadFont("resources/custom_alagard.png"); // Font loading
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font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
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fontPosition1 = new(
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screenWidth / 2 - MeasureTextEx(font1, msg1, font1.BaseSize, -3).X / 2,
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screenHeight / 2 - font1.BaseSize / 2 - 80
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);
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fontPosition2 = new(
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screenWidth / 2 - MeasureTextEx(font2, msg2, font2.BaseSize, -2).X / 2,
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screenHeight / 2 - font2.BaseSize / 2 - 10
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);
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fontPosition3 = new(
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screenWidth / 2 - MeasureTextEx(font3, msg3, font3.BaseSize, 2).X / 2,
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screenHeight / 2 - font3.BaseSize / 2 + 50
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);
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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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// TODO: Update variables here...
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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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DrawTextEx(font1, msg1, fontPosition1, font1.BaseSize, -3, Color.White);
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DrawTextEx(font2, msg2, fontPosition2, font2.BaseSize, -2, Color.White);
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DrawTextEx(font3, msg3, fontPosition3, font3.BaseSize, 2, Color.White);
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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(font1); // Font unloading
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UnloadFont(font2); // Font unloading
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UnloadFont(font3); // Font unloading
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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 spritefont");
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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 FontSpritefont();
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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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