* 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')
332 lines
13 KiB
C#
332 lines
13 KiB
C#
/*******************************************************************************************
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*
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* raylib [text] example - inline styling
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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 6.0, last time updated with raylib 6.0
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*
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* Example contributed by Wagner Barongello (@SultansOfCode) 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 Wagner Barongello (@SultansOfCode) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Text;
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namespace Examples.Text;
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public partial class InlineStyling : 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 / Inline Styling";
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public string Title => "raylib [text] example - inline styling";
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private Vector2 textSize; // Measure text box for provided font and text
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private Color colRandom; // Random color used on text
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private int frameCounter; // Used to generate a new random color every certain frames
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public void Init()
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{
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textSize = new(0, 0);
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colRandom = Color.Red;
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frameCounter = 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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frameCounter++;
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if ((frameCounter % 20) == 0)
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{
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colRandom.R = (byte)GetRandomValue(0, 255);
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colRandom.G = (byte)GetRandomValue(0, 255);
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colRandom.B = (byte)GetRandomValue(0, 255);
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colRandom.A = 255;
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}
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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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// Text inline styling strategy used: [ ] delimiters for format
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// - Define foreground color: [cRRGGBBAA]
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// - Define background color: [bRRGGBBAA]
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// - Reset formating: [r]
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// Colors defined with [cRRGGBBAA] or [bRRGGBBAA] are multiplied by the base color alpha
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// This allows global transparency control while keeping per-section styling (ex. text fade effects)
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// Example: [bAA00AAFF][cFF0000FF]red text on gray background[r] normal text
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DrawTextStyled(GetFontDefault(), "This changes the [cFF0000FF]foreground color[r] of provided text!!!",
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new Vector2(100, 80), 20.0f, 2.0f, Color.Black);
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DrawTextStyled(GetFontDefault(), "This changes the [bFF00FFFF]background color[r] of provided text!!!",
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new Vector2(100, 120), 20.0f, 2.0f, Color.Black);
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DrawTextStyled(GetFontDefault(), "This changes the [c00ff00ff][bff0000ff]foreground and background colors[r]!!!",
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new Vector2(100, 160), 20.0f, 2.0f, Color.Black);
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DrawTextStyled(GetFontDefault(), "This changes the [c00ff00ff]alpha[r] relative [cffffffff][b000000ff]from source[r] [cff000088]color[r]!!!",
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new Vector2(100, 200), 20.0f, 2.0f, new Color(0, 0, 0, 100));
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// Get pointer to formated text
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string text = $"Let's be [c{colRandom.R:x2}{colRandom.G:x2}{colRandom.B:x2}FF]CREATIVE[r] !!!";
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DrawTextStyled(GetFontDefault(), text, new Vector2(100, 240), 40.0f, 2.0f, Color.Black);
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textSize = MeasureTextStyled(GetFontDefault(), text, 40.0f, 2.0f);
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DrawRectangleLines(100, 240, (int)textSize.X, (int)textSize.Y, Color.Green);
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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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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Draw text using inline styling
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// PARAM: color is the default text color, background color is BLANK by default
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// NOTE: Using input color as the base alpha multiplied to inline styles
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private static unsafe void DrawTextStyled(Font font, string text, Vector2 position, float fontSize, float spacing, Color color)
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{
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// Text inline styling strategy used: [ ] delimiters for format
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// - Define foreground color: [cRRGGBBAA]
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// - Define background color: [bRRGGBBAA]
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// - Reset formating: [r]
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// Example: [bAA00AAFF][cFF0000FF]red text on gray background[r] normal text
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if (font.Texture.Id == 0)
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{
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font = GetFontDefault();
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}
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using var textNative = new Utf8Buffer(text);
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sbyte* t = textNative.AsPointer();
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int textLen = Encoding.UTF8.GetByteCount(text);
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Color colFront = color;
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Color colBack = Color.Blank;
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int backRecPadding = 4; // Background rectangle padding
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float textOffsetY = 0.0f;
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float textOffsetX = 0.0f;
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float textLineSpacing = 0.0f;
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float scaleFactor = fontSize / font.BaseSize;
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for (int i = 0; i < textLen;)
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{
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int codepointByteCount = 0;
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int codepoint = GetCodepointNext(&t[i], &codepointByteCount);
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if (codepoint == '\n')
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{
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textOffsetY += (fontSize + textLineSpacing);
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textOffsetX = 0.0f;
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}
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else
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{
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if (codepoint == '[') // Process pipe styling
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{
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if (((i + 2) < textLen) && ((char)t[i + 1] == 'r') && ((char)t[i + 2] == ']')) // Reset styling
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{
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colFront = color;
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colBack = Color.Blank;
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i += 3; // Skip "[r]"
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continue; // Do not draw characters
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}
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else if (((i + 1) < textLen) && (((char)t[i + 1] == 'c') || ((char)t[i + 1] == 'b')))
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{
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i += 2; // Skip "[c" or "[b" to start parsing color
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// Parse following color
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var colHexText = new StringBuilder();
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int colHexCount = 0;
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while ((i + colHexCount < textLen) && (t[i + colHexCount] != 0) && ((char)t[i + colHexCount] != ']'))
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{
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char ch = (char)t[i + colHexCount];
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if (((ch >= '0') && (ch <= '9')) ||
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((ch >= 'A') && (ch <= 'F')) ||
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((ch >= 'a') && (ch <= 'f')))
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{
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colHexText.Append(ch);
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colHexCount++;
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}
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else
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{
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break; // Only affects while loop
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}
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}
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// Convert hex color text into actual Color
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uint colHexValue = colHexText.Length > 0 ? Convert.ToUInt32(colHexText.ToString(), 16) : 0;
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if ((char)t[i - 1] == 'c')
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{
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colFront = GetColor(colHexValue);
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}
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else if ((char)t[i - 1] == 'b')
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{
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colBack = GetColor(colHexValue);
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}
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i += (colHexCount + 1); // Skip color value retrieved and ']'
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continue; // Do not draw characters
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}
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}
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int index = GetGlyphIndex(font, codepoint);
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float increaseX = 0.0f;
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if (font.Glyphs[index].AdvanceX == 0)
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{
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increaseX = (font.Recs[index].Width * scaleFactor + spacing);
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}
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else
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{
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increaseX += (font.Glyphs[index].AdvanceX * scaleFactor + spacing);
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}
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// Draw background rectangle color (if required)
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if (colBack.A > 0)
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{
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DrawRectangleRec(new Rectangle(position.X + textOffsetX, position.Y + textOffsetY - backRecPadding, increaseX, fontSize + 2 * backRecPadding), colBack);
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}
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if ((codepoint != ' ') && (codepoint != '\t'))
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{
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DrawTextCodepoint(font, codepoint, new Vector2(position.X + textOffsetX, position.Y + textOffsetY), fontSize, colFront);
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}
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textOffsetX += increaseX;
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}
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i += codepointByteCount;
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}
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}
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// Measure inline styled text
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// NOTE: Measuring styled text requires skipping styling data
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// WARNING: Not considering line breaks
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private static unsafe Vector2 MeasureTextStyled(Font font, string text, float fontSize, float spacing)
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{
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Vector2 textSize = new(0, 0);
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if ((font.Texture.Id == 0) || (text == null) || (text.Length == 0))
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{
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return textSize; // Security check
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}
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using var textNative = new Utf8Buffer(text);
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sbyte* t = textNative.AsPointer();
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int textLen = Encoding.UTF8.GetByteCount(text); // Get size in bytes of text
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float textWidth = 0.0f;
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float textHeight = fontSize;
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float scaleFactor = fontSize / (float)font.BaseSize;
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int codepoint = 0; // Current character
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int index = 0; // Index position in sprite font
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int validCodepointCounter = 0;
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for (int i = 0; i < textLen;)
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{
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int codepointByteCount = 0;
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codepoint = GetCodepointNext(&t[i], &codepointByteCount);
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if (codepoint == '[') // Ignore pipe inline styling
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{
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if (((i + 2) < textLen) && ((char)t[i + 1] == 'r') && ((char)t[i + 2] == ']')) // Reset styling
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{
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i += 3; // Skip "[r]"
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continue; // Do not measure characters
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}
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else if (((i + 1) < textLen) && (((char)t[i + 1] == 'c') || ((char)t[i + 1] == 'b')))
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{
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i += 2; // Skip "[c" or "[b" to start parsing color
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int colHexCount = 0;
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while ((i + colHexCount < textLen) && (t[i + colHexCount] != 0) && ((char)t[i + colHexCount] != ']'))
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{
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char ch = (char)t[i + colHexCount];
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if (((ch >= '0') && (ch <= '9')) ||
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((ch >= 'A') && (ch <= 'F')) ||
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((ch >= 'a') && (ch <= 'f')))
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{
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colHexCount++;
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}
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else
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{
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break; // Only affects while loop
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}
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}
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i += (colHexCount + 1); // Skip color value retrieved and ']'
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continue; // Do not measure characters
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}
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}
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else if (codepoint != '\n')
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{
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index = GetGlyphIndex(font, codepoint);
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if (font.Glyphs[index].AdvanceX > 0)
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{
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textWidth += font.Glyphs[index].AdvanceX;
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}
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else
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{
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textWidth += (font.Recs[index].Width + font.Glyphs[index].OffsetX);
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}
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validCodepointCounter++;
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i += codepointByteCount;
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}
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}
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textSize.X = textWidth * scaleFactor + (validCodepointCounter - 1) * spacing;
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textSize.Y = textHeight;
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return textSize;
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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 - inline styling");
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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 InlineStyling();
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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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