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+/*******************************************************************************************
+*
+* raylib [text] example - Codepoints loading
+*
+* Example originally created with raylib 4.2, last time updated with raylib 2.5
+*
+* 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) 2022-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: calloc(), realloc(), free()
+#include <string.h> // Required for: memcpy()
+
+// Text to be displayed, must be UTF-8 (save this code file as UTF-8)
+// NOTE: It can contain all the required text for the game,
+// this text will be scanned to get all the required codepoints
+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";
+
+// Remove codepoint duplicates if requested
+static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointResultCount);
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
+
+ // Get codepoints from text
+ int codepointCount = 0;
+ int *codepoints = LoadCodepoints(text, &codepointCount);
+
+ // Removed duplicate codepoints to generate smaller font atlas
+ int codepointsNoDupsCount = 0;
+ int *codepointsNoDups = CodepointRemoveDuplicates(codepoints, codepointCount, &codepointsNoDupsCount);
+ UnloadCodepoints(codepoints);
+
+ // Load font containing all the provided codepoint glyphs
+ // A texture font atlas is automatically generated
+ Font font = LoadFontEx("resources/DotGothic16-Regular.ttf", 36, codepointsNoDups, codepointsNoDupsCount);
+
+ // Set bilinear scale filter for better font scaling
+ SetTextureFilter(font.texture, TEXTURE_FILTER_BILINEAR);
+
+ SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
+
+ // Free codepoints, atlas has already been generated
+ free(codepointsNoDups);
+
+ bool showFontAtlas = false;
+
+ int codepointSize = 0;
+ char *ptr = text;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed(KEY_SPACE)) showFontAtlas = !showFontAtlas;
+
+ // Testing code: getting next and previous codepoints on provided text
+ if (IsKeyPressed(KEY_RIGHT))
+ {
+ // Get next codepoint in string and move pointer
+ GetCodepointNext(ptr, &codepointSize);
+ ptr += codepointSize;
+ }
+ else if (IsKeyPressed(KEY_LEFT))
+ {
+ // Get previous codepoint in string and move pointer
+ GetCodepointPrevious(ptr, &codepointSize);
+ ptr -= codepointSize;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawRectangle(0, 0, GetScreenWidth(), 70, BLACK);
+ DrawText(TextFormat("Total codepoints contained in provided text: %i", codepointCount), 10, 10, 20, GREEN);
+ DrawText(TextFormat("Total codepoints required for font atlas (duplicates excluded): %i", codepointsNoDupsCount), 10, 40, 20, GREEN);
+
+ if (showFontAtlas)
+ {
+ // Draw generated font texture atlas containing provided codepoints
+ DrawTexture(font.texture, 150, 100, BLACK);
+ DrawRectangleLines(150, 100, font.texture.width, font.texture.height, BLACK);
+ }
+ else
+ {
+ // Draw provided text with laoded font, containing all required codepoint glyphs
+ DrawTextEx(font, text, (Vector2) { 160, 110 }, 48, 5, BLACK);
+ }
+
+ DrawText("Press SPACE to toggle font atlas view!", 10, GetScreenHeight() - 30, 20, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadFont(font); // Unload font
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+// Remove codepoint duplicates if requested
+// WARNING: This process could be a bit slow if there text to process is very long
+static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount)
+{
+ int codepointsNoDupsCount = codepointCount;
+ int *codepointsNoDups = (int *)calloc(codepointCount, sizeof(int));
+ memcpy(codepointsNoDups, codepoints, codepointCount*sizeof(int));
+
+ // Remove duplicates
+ for (int i = 0; i < codepointsNoDupsCount; i++)
+ {
+ for (int j = i + 1; j < codepointsNoDupsCount; j++)
+ {
+ if (codepointsNoDups[i] == codepointsNoDups[j])
+ {
+ for (int k = j; k < codepointsNoDupsCount; k++) codepointsNoDups[k] = codepointsNoDups[k + 1];
+
+ codepointsNoDupsCount--;
+ j--;
+ }
+ }
+ }
+
+ // NOTE: The size of codepointsNoDups is the same as original array but
+ // only required positions are filled (codepointsNoDupsCount)
+
+ *codepointsResultCount = codepointsNoDupsCount;
+ return codepointsNoDups;
+} \ No newline at end of file