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raylib-cs/Examples/Text/CodepointsLoading.cs

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/*******************************************************************************************
*
* raylib [text] example - Codepoints loading
*
* Example originally created with raylib 4.2, last time updated with raylib 2.5
*
* 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) 2022-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using System.Linq;
using System.Globalization;
using System.Collections.Generic;
using static Raylib_cs.Raylib;
namespace Examples.Text;
class CodepointsLoading
{
public unsafe static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
// Text to be displayed, must be UTF-8 (save this code file as UTF-8)
// NOTE: It can contain all the required text for the game,
// this text will be scanned to get all the required codepoints
const string text =
"いろはにほへと ちりぬるを\nわかよたれそ つねならむ\nうゐのおくやま けふこえて\nあさきゆめみし ゑひもせす";
// Get codepoints from text
List<int> codepoints = GetCodePoints(text);
// Remove duplicate codepoints to generate smaller font atlas
int[] codepointsNoDuplicates = codepoints.Distinct().ToArray();
// Load font containing all the provided codepoint glyphs
// A texture font atlas is automatically generated
Font font = LoadFontEx(
"resources/fonts/DotGothic16-Regular.ttf",
36,
codepointsNoDuplicates,
codepointsNoDuplicates.Length
);
// Set bilinear scale filter for better font scaling
SetTextureFilter(font.Texture, TextureFilter.Bilinear);
bool showFontAtlas = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
showFontAtlas = !showFontAtlas;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawRectangle(0, 0, GetScreenWidth(), 70, Color.Black);
DrawText($"Total codepoints contained in provided text: {codepoints.Count}", 10, 10, 20, Color.Green);
DrawText(
$"Total codepoints required for font atlas (duplicates excluded): {codepointsNoDuplicates.Length}",
10,
40,
20,
Color.Green
);
if (showFontAtlas)
{
// Draw generated font texture atlas containing provided codepoints
DrawTexture(font.Texture, 150, 100, Color.Black);
DrawRectangleLines(150, 100, font.Texture.Width, font.Texture.Height, Color.Black);
}
else
{
// Draw provided text with laoded font, containing all required codepoint glyphs
DrawTextEx(font, text, new Vector2(160, 110), 48, 5, Color.Black);
}
DrawText("Press SPACE to toggle font atlas view!", 10, GetScreenHeight() - 30, 20, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(font);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
private static List<int> GetCodePoints(string text)
{
List<int> codePoints = new();
StringInfo stringInfo = new(text);
TextElementEnumerator enumerator = StringInfo.GetTextElementEnumerator(text);
while (enumerator.MoveNext())
{
int codePoint = char.ConvertToUtf32(enumerator.Current.ToString(), 0);
codePoints.Add(codePoint);
}
return codePoints;
}
}