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raylib-cs/Examples/Text/FontFilters.cs
tiger tiger tiger 8c22e68c2a
WASM examples (+ backports of new official examples) (#344)
* 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')
2026-07-30 18:34:34 +01:00

182 lines
6.5 KiB
C#

/*******************************************************************************************
*
* raylib [text] example - font filters
*
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: After font loading, font texture atlas filter could be configured for a softer
* display of the font when scaling it to different sizes, that way, it's not required
* to generate multiple fonts at multiple sizes (as long as the scaling is not very different)
*
* Example originally created with raylib 1.3, last time updated with raylib 4.2
*
* 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Text;
public partial class FontFilters : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Font Filters";
public string Title => "raylib [text] example - font filters";
private string msg;
private Font font;
private float fontSize;
private Vector2 fontPosition;
private Vector2 textSize;
private TextureFilter currentFontFilter;
public void Init()
{
msg = "Loaded Font";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
// TTF Font loading with custom generation parameters
font = LoadFontEx("resources/fonts/KAISG.ttf", 96, null, 0);
// Generate mipmap levels to use trilinear filtering
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
GenTextureMipmaps(ref font.Texture);
fontSize = font.BaseSize;
fontPosition = new(40, screenHeight / 2 - 80);
textSize = new(0.0f, 0.0f);
// Setup texture scaling filter
SetTextureFilter(font.Texture, TextureFilter.Point);
currentFontFilter = TextureFilter.Point; // TEXTURE_FILTER_POINT
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
fontSize += GetMouseWheelMove() * 4.0f;
// Choose font texture filter method
if (IsKeyPressed(KeyboardKey.One))
{
SetTextureFilter(font.Texture, TextureFilter.Point);
currentFontFilter = TextureFilter.Point;
}
else if (IsKeyPressed(KeyboardKey.Two))
{
SetTextureFilter(font.Texture, TextureFilter.Bilinear);
currentFontFilter = TextureFilter.Bilinear;
}
else if (IsKeyPressed(KeyboardKey.Three))
{
// NOTE: Trilinear filter won't be noticed on 2D drawing
SetTextureFilter(font.Texture, TextureFilter.Trilinear);
currentFontFilter = TextureFilter.Trilinear;
}
textSize = MeasureTextEx(font, msg, fontSize, 0);
if (IsKeyDown(KeyboardKey.Left))
{
fontPosition.X -= 10;
}
else if (IsKeyDown(KeyboardKey.Right))
{
fontPosition.X += 10;
}
#if BROWSER
// NOTE: drag-and-drop font loading is not supported in the browser host; default loaded font is kept.
#else
// Load a dropped TTF file dynamically (at current fontSize)
if (IsFileDropped())
{
var files = Raylib.GetDroppedFiles();
// NOTE: We only support first ttf file dropped
if (IsFileExtension(files[0], ".ttf"))
{
UnloadFont(font);
font = LoadFontEx(files[0], (int)fontSize, null, 0);
}
}
#endif
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Use mouse wheel to change font size", 20, 20, 10, Color.Gray);
DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, Color.Gray);
DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, Color.Gray);
DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, Color.DarkGray);
DrawTextEx(font, msg, fontPosition, fontSize, 0, Color.Black);
// TODO: It seems texSize measurement is not accurate due to chars offsets...
//DrawRectangleLines((int)fontPosition.X, (int)fontPosition.Y, (int)textSize.X, (int)textSize.Y, Color.Red);
DrawRectangle(0, screenHeight - 80, screenWidth, 80, Color.LightGray);
DrawText($"Font size: {fontSize:00.00}", 20, screenHeight - 50, 10, Color.DarkGray);
DrawText($"Text size: [{textSize.X:00.00}, {textSize.Y:00.00}]", 20, screenHeight - 30, 10, Color.DarkGray);
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, Color.Gray);
if (currentFontFilter == TextureFilter.Point)
{
DrawText("POINT", 570, 400, 20, Color.Black);
}
else if (currentFontFilter == TextureFilter.Bilinear)
{
DrawText("BILINEAR", 570, 400, 20, Color.Black);
}
else if (currentFontFilter == TextureFilter.Trilinear)
{
DrawText("TRILINEAR", 570, 400, 20, Color.Black);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadFont(font); // Font unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - font filters");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FontFilters();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}