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raylib-cs/Examples/Text/FontFilters.cs

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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)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
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;
}
}