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/*******************************************************************************************
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*
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* raylib [text] example - Codepoints loading
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*
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* Example originally created with raylib 4.2, last time updated with raylib 2.5
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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) 2022-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: calloc(), realloc(), free()
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#include <string.h> // Required for: memcpy()
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// Text to be displayed, must be UTF-8 (save this code file as UTF-8)
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// NOTE: It can contain all the required text for the game,
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// this text will be scanned to get all the required codepoints
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static char *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";
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// Remove codepoint duplicates if requested
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static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointResultCount);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
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// Get codepoints from text
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int codepointCount = 0;
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int *codepoints = LoadCodepoints(text, &codepointCount);
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// Removed duplicate codepoints to generate smaller font atlas
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int codepointsNoDupsCount = 0;
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int *codepointsNoDups = CodepointRemoveDuplicates(codepoints, codepointCount, &codepointsNoDupsCount);
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UnloadCodepoints(codepoints);
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// Load font containing all the provided codepoint glyphs
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// A texture font atlas is automatically generated
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Font font = LoadFontEx("resources/DotGothic16-Regular.ttf", 36, codepointsNoDups, codepointsNoDupsCount);
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// Set bilinear scale filter for better font scaling
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SetTextureFilter(font.texture, TEXTURE_FILTER_BILINEAR);
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SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
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// Free codepoints, atlas has already been generated
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free(codepointsNoDups);
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bool showFontAtlas = false;
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int codepointSize = 0;
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char *ptr = text;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE)) showFontAtlas = !showFontAtlas;
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// Testing code: getting next and previous codepoints on provided text
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if (IsKeyPressed(KEY_RIGHT))
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{
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// Get next codepoint in string and move pointer
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GetCodepointNext(ptr, &codepointSize);
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ptr += codepointSize;
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}
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else if (IsKeyPressed(KEY_LEFT))
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{
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// Get previous codepoint in string and move pointer
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GetCodepointPrevious(ptr, &codepointSize);
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ptr -= codepointSize;
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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(RAYWHITE);
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DrawRectangle(0, 0, GetScreenWidth(), 70, BLACK);
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DrawText(TextFormat("Total codepoints contained in provided text: %i", codepointCount), 10, 10, 20, GREEN);
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DrawText(TextFormat("Total codepoints required for font atlas (duplicates excluded): %i", codepointsNoDupsCount), 10, 40, 20, GREEN);
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if (showFontAtlas)
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{
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// Draw generated font texture atlas containing provided codepoints
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DrawTexture(font.texture, 150, 100, BLACK);
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DrawRectangleLines(150, 100, font.texture.width, font.texture.height, BLACK);
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}
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else
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{
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// Draw provided text with laoded font, containing all required codepoint glyphs
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DrawTextEx(font, text, (Vector2) { 160, 110 }, 48, 5, BLACK);
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}
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DrawText("Press SPACE to toggle font atlas view!", 10, GetScreenHeight() - 30, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadFont(font); // Unload font
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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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// Remove codepoint duplicates if requested
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// WARNING: This process could be a bit slow if there text to process is very long
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static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount)
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{
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int codepointsNoDupsCount = codepointCount;
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int *codepointsNoDups = (int *)calloc(codepointCount, sizeof(int));
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memcpy(codepointsNoDups, codepoints, codepointCount*sizeof(int));
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// Remove duplicates
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for (int i = 0; i < codepointsNoDupsCount; i++)
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{
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for (int j = i + 1; j < codepointsNoDupsCount; j++)
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{
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if (codepointsNoDups[i] == codepointsNoDups[j])
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{
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for (int k = j; k < codepointsNoDupsCount; k++) codepointsNoDups[k] = codepointsNoDups[k + 1];
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codepointsNoDupsCount--;
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j--;
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}
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}
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}
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// NOTE: The size of codepointsNoDups is the same as original array but
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// only required positions are filled (codepointsNoDupsCount)
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*codepointsResultCount = codepointsNoDupsCount;
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return codepointsNoDups;
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}
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