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								/*******************************************************************************************
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								*
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								*   raylib [text] example - TTF loading and usage
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								*
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								*   This example has been created using raylib 1.3.0 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#if defined(PLATFORM_DESKTOP)
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								    #define GLSL_VERSION            330
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								#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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								    #define GLSL_VERSION            100
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								#endif
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								#include <stdlib.h>
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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 - SDF fonts");
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								    // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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								    const char msg[50] = "Signed Distance Fields";
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								    // Default font generation from TTF font
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								    Font fontDefault = { 0 };
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								    fontDefault.baseSize = 16;
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								    fontDefault.charsCount = 95;
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								    // Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array)
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								    fontDefault.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, 0, 95, FONT_DEFAULT);
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								    // Parameters > chars count: 95, font size: 16, chars padding in image: 4 px, pack method: 0 (default)
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								    Image atlas = GenImageFontAtlas(fontDefault.chars, &fontDefault.recs, 95, 16, 4, 0);
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								    fontDefault.texture = LoadTextureFromImage(atlas);
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								    UnloadImage(atlas);
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								    // SDF font generation from TTF font
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								    Font fontSDF = { 0 };
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								    fontSDF.baseSize = 16;
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								    fontSDF.charsCount = 95;
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								    // Parameters > font size: 16, no chars array provided (0), chars count: 0 (defaults to 95)
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								    fontSDF.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, 0, 0, FONT_SDF);
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								    // Parameters > chars count: 95, font size: 16, chars padding in image: 0 px, pack method: 1 (Skyline algorythm)
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								    atlas = GenImageFontAtlas(fontSDF.chars, &fontSDF.recs, 95, 16, 0, 1);
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								    fontSDF.texture = LoadTextureFromImage(atlas);
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								    UnloadImage(atlas);
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								    // Load SDF required shader (we use default vertex shader)
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								    Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
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								    SetTextureFilter(fontSDF.texture, FILTER_BILINEAR);    // Required for SDF font
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								    Vector2 fontPosition = { 40, screenHeight/2 - 50 };
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								    Vector2 textSize = { 0.0f, 0.0f };
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								    float fontSize = 16.0f;
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								    int currentFont = 0;            // 0 - fontDefault, 1 - fontSDF
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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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								        fontSize += GetMouseWheelMove()*8.0f;
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								        if (fontSize < 6) fontSize = 6;
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								        if (IsKeyDown(KEY_SPACE)) currentFont = 1;
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								        else currentFont = 0;
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								        if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
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								        else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
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								        fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
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								        fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
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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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								            if (currentFont == 1)
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								            {
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								                // NOTE: SDF fonts require a custom SDf shader to compute fragment color
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								                BeginShaderMode(shader);    // Activate SDF font shader
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								                    DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, BLACK);
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								                EndShaderMode();            // Activate our default shader for next drawings
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								                DrawTexture(fontSDF.texture, 10, 10, BLACK);
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								            }
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								            else
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								            {
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								                DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK);
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								                DrawTexture(fontDefault.texture, 10, 10, BLACK);
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								            }
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								            if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
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								            else DrawText("default font", 315, 40, 30, GRAY);
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								            DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY);
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								            DrawText(FormatText("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY);
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								            DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
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								            DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON);
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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(fontDefault);    // Default font unloading
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								    UnloadFont(fontSDF);        // SDF font unloading
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								    UnloadShader(shader);       // Unload SDF shader
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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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