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authorraysan5 <raysan5@gmail.com>2015-08-30 17:45:05 +0200
committerraysan5 <raysan5@gmail.com>2015-08-30 17:45:05 +0200
commit92bcf09c534c4ef204e973a2e7153e2ea557c1ea (patch)
treeb3cadce6b865083efe39457bc5cb0e34602b72a2 /src
parentaa982f80f58ae0f18ed8431be8353c9f997610b5 (diff)
downloadraylib-92bcf09c534c4ef204e973a2e7153e2ea557c1ea.tar.gz
raylib-92bcf09c534c4ef204e973a2e7153e2ea557c1ea.zip
Redesigned SpriteFont struct
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h78
-rw-r--r--src/text.c181
2 files changed, 134 insertions, 125 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 5ceb3fc1..bf5fe99f 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -241,20 +241,13 @@ typedef struct Texture2D {
int format; // Data format (TextureFormat)
} Texture2D;
-// Character type (one font glyph)
-typedef struct Character {
- int value; //char value = ' '; (int)value = 32;
- int x;
- int y;
- int w;
- int h;
-} Character;
-
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
- Texture2D texture;
- int numChars;
- Character *charSet;
+ Texture2D texture; // Font texture
+ int size; // Base size (default chars height)
+ int numChars; // Number of characters
+ int *charValues; // Characters values array
+ Rectangle *charRecs; // Characters rectangles within the texture
} SpriteFont;
// Camera type, defines a camera position/orientation in 3d space
@@ -276,7 +269,7 @@ typedef struct VertexData {
unsigned int vboId[4];
} VertexData;
-// Shader type
+// Shader type (generic shader)
typedef struct Shader {
unsigned int id; // Shader program id
@@ -411,6 +404,8 @@ void EndDrawing(void); // End canvas drawin
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
+Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position
+
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for one frame
@@ -421,38 +416,13 @@ int GetHexValue(Color color); // Returns hexadecim
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-void SetConfigFlags(char flags); // Enable some window configurations
+void SetConfigFlags(char flags); // Setup some window configuration flags
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
bool IsFileDropped(void); // Check if a file have been dropped into window
char **GetDroppedFiles(int *count); // Retrieve dropped files into window
void ClearDroppedFiles(void); // Clear dropped files paths buffer
-Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Gives the ray trace from mouse position
-
-//------------------------------------------------------------------------------------
-// Shaders System Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
-Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load a custom shader and return program id
-void UnloadShader(Shader shader); // Unload a custom shader from memory
-void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
-void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
-void SetDefaultShader(void); // Set default shader to be used in batch draw
-void SetModelShader(Model *model, Shader shader); // Link a shader to a model
-bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
-
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
-
-void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
-
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
@@ -517,7 +487,8 @@ float GetGesturePinchAngle(void); // Get gesture pinch ang
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
-Camera UpdateCamera(Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
+void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
+void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
@@ -571,7 +542,7 @@ Image LoadImageFromRES(const char *rresName, int resId);
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
-Texture2D LoadTextureFromImage(Image image); // Load a texture from image data (and generate mipmaps)
+Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
@@ -599,7 +570,7 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,
int fontSize, int spacing, Color tint);
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
-int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
+
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
@@ -646,6 +617,29 @@ bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSph
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
+// Shaders System Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
+unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
+void UnloadShader(Shader shader); // Unload a custom shader from memory
+void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
+void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
+void SetDefaultShader(void); // Set default shader to be used in batch draw
+void SetModelShader(Model *model, Shader shader); // Link a shader to a model
+bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
+
+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
+void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
+void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
+void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+
+void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
+
+//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
diff --git a/src/text.c b/src/text.c
index 3d866c86..3364a9bf 100644
--- a/src/text.c
+++ b/src/text.c
@@ -67,7 +67,7 @@ static SpriteFont defaultFont; // Default font provided by raylib
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static bool PixelIsMagenta(Color p); // Check if a pixel is magenta
-static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet); // Parse image pixel data to obtain character set measures
+static int ParseImageData(Image image, int **charValues, Rectangle **charSet); // Parse image pixel data to obtain characters data
static SpriteFont LoadRBMF(const char *fileName); // Load a rBMF font file (raylib BitMap Font)
static SpriteFont LoadTTF(const char *fileName, int fontSize); // Generate a sprite font image from TTF data (font size required)
@@ -181,21 +181,23 @@ extern void LoadDefaultFont(void)
// Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, numChars
//------------------------------------------------------------------------------
- defaultFont.charSet = (Character *)malloc(defaultFont.numChars * sizeof(Character)); // Allocate space for our character data
- // This memory should be freed at end! --> Done on CloseWindow()
+ defaultFont.charValues = (int *)malloc(defaultFont.numChars*sizeof(int));
+ defaultFont.charRecs = (Rectangle *)malloc(defaultFont.numChars*sizeof(Rectangle)); // Allocate space for our character rectangle data
+ // This memory should be freed at end! --> Done on CloseWindow()
int currentLine = 0;
int currentPosX = charsDivisor;
int testPosX = charsDivisor;
for (int i = 0; i < defaultFont.numChars; i++)
{
- defaultFont.charSet[i].value = FONT_FIRST_CHAR + i; // First char is 32
- defaultFont.charSet[i].x = currentPosX;
- defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
- defaultFont.charSet[i].w = charsWidth[i];
- defaultFont.charSet[i].h = charsHeight;
+ defaultFont.charValues[i] = FONT_FIRST_CHAR + i; // First char is 32
+
+ defaultFont.charRecs[i].x = currentPosX;
+ defaultFont.charRecs[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
+ defaultFont.charRecs[i].width = charsWidth[i];
+ defaultFont.charRecs[i].height = charsHeight;
- testPosX += (defaultFont.charSet[i].w + charsDivisor);
+ testPosX += (defaultFont.charRecs[i].width + charsDivisor);
if (testPosX >= defaultFont.texture.width)
{
@@ -203,11 +205,13 @@ extern void LoadDefaultFont(void)
currentPosX = 2 * charsDivisor + charsWidth[i];
testPosX = currentPosX;
- defaultFont.charSet[i].x = charsDivisor;
- defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
+ defaultFont.charRecs[i].x = charsDivisor;
+ defaultFont.charRecs[i].y = charsDivisor + currentLine*(charsHeight + charsDivisor);
}
else currentPosX = testPosX;
}
+
+ defaultFont.size = defaultFont.charRecs[0].y;
TraceLog(INFO, "[TEX ID %i] Default font loaded successfully", defaultFont.texture.id);
}
@@ -215,7 +219,8 @@ extern void LoadDefaultFont(void)
extern void UnloadDefaultFont(void)
{
UnloadTexture(defaultFont.texture);
- free(defaultFont.charSet);
+ free(defaultFont.charValues);
+ free(defaultFont.charRecs);
TraceLog(INFO, "Unloaded default font data");
}
@@ -238,25 +243,20 @@ SpriteFont LoadSpriteFont(const char *fileName)
{
Image image = LoadImage(fileName);
- // At this point we have a data array...
-
- Color *imagePixels = GetImageData(image);
-
#if defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
ImageConvertToPOT(&image, MAGENTA);
#endif
- // Process bitmap Font pixel data to get measures (Character array)
+ // Process bitmap font pixel data to get characters measures
// spriteFont.charSet data is filled inside the function and memory is allocated!
- int numChars = ParseImageData(imagePixels, image.width, image.height, &spriteFont.charSet);
+ int numChars = ParseImageData(image, &spriteFont.charValues, &spriteFont.charRecs);
- TraceLog(INFO, "[%s] SpriteFont data parsed correctly", fileName);
- TraceLog(INFO, "[%s] SpriteFont num chars detected: %i", fileName, numChars);
+ TraceLog(DEBUG, "[%s] SpriteFont data parsed correctly", fileName);
+ TraceLog(DEBUG, "[%s] SpriteFont num chars detected: %i", fileName, numChars);
spriteFont.numChars = numChars;
-
spriteFont.texture = LoadTextureFromImage(image); // Convert loaded image to OpenGL texture
+ spriteFont.size = spriteFont.charRecs[0].height;
- free(imagePixels);
UnloadImage(image);
}
@@ -267,7 +267,8 @@ SpriteFont LoadSpriteFont(const char *fileName)
void UnloadSpriteFont(SpriteFont spriteFont)
{
UnloadTexture(spriteFont.texture);
- free(spriteFont.charSet);
+ free(spriteFont.charValues);
+ free(spriteFont.charRecs);
TraceLog(INFO, "Unloaded sprite font data");
}
@@ -298,32 +299,32 @@ void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, int f
float scaleFactor;
unsigned char letter;
- Character c;
+ Rectangle rec;
- //if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
- //else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
+ //if (fontSize <= spriteFont.charRecs[0].height) scaleFactor = 1.0f;
+ //else scaleFactor = (float)fontSize / spriteFont.charRecs[0].height;
- scaleFactor = (float)fontSize/spriteFont.charSet[0].h;
+ scaleFactor = (float)fontSize/spriteFont.charRecs[0].height;
for(int i = 0; i < length; i++)
{
if ((unsigned char)text[i] == 0xc2)
{
letter = (unsigned char)text[i + 1];
- c = spriteFont.charSet[letter - FONT_FIRST_CHAR];
+ rec = spriteFont.charRecs[letter - FONT_FIRST_CHAR];
i++;
}
else if ((unsigned char)text[i] == 0xc3)
{
letter = (unsigned char)text[i + 1];
- c = spriteFont.charSet[letter - FONT_FIRST_CHAR + 64];
+ rec = spriteFont.charRecs[letter - FONT_FIRST_CHAR + 64];
i++;
}
- else c = spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR];
+ else rec = spriteFont.charRecs[(int)text[i] - FONT_FIRST_CHAR];
- DrawTexturePro(spriteFont.texture, (Rectangle){ c.x, c.y, c.w, c.h }, (Rectangle){ position.x + offsetX, position.y, c.w*scaleFactor, c.h*scaleFactor} , (Vector2){ 0, 0 }, 0.0f, tint);
+ DrawTexturePro(spriteFont.texture, rec, (Rectangle){ position.x + offsetX, position.y, rec.width*scaleFactor, rec.height*scaleFactor} , (Vector2){ 0, 0 }, 0.0f, tint);
- offsetX += (c.w*scaleFactor + spacing);
+ offsetX += (rec.width*scaleFactor + spacing);
}
}
@@ -363,25 +364,19 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int
for (int i = 0; i < len; i++)
{
- textWidth += spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w;
+ textWidth += spriteFont.charRecs[(int)text[i] - FONT_FIRST_CHAR].width;
}
- if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
- else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
+ if (fontSize <= spriteFont.charRecs[0].height) scaleFactor = 1.0f;
+ else scaleFactor = (float)fontSize / spriteFont.charRecs[0].height;
Vector2 vec;
vec.x = (float)textWidth * scaleFactor + (len - 1) * spacing; // Adds chars spacing to measure
- vec.y = (float)spriteFont.charSet[0].h * scaleFactor;
+ vec.y = (float)spriteFont.charRecs[0].height * scaleFactor;
return vec;
}
-// Returns the base size for a SpriteFont (chars height)
-int GetFontBaseSize(SpriteFont spriteFont)
-{
- return spriteFont.charSet[0].h;
-}
-
// Shows current FPS on top-left corner
// NOTE: Uses default font
void DrawFPS(int posX, int posY)
@@ -420,8 +415,8 @@ static bool PixelIsMagenta(Color p)
return ((p.r == 255) && (p.g == 0) && (p.b == 255) && (p.a == 255));
}
-// Parse image pixel data to obtain character set measures
-static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Character **charSet)
+// Parse image pixel data to obtain characters data (measures)
+static int ParseImageData(Image image, int **charValues, Rectangle **charRecs)
{
int charSpacing = 0;
int lineSpacing = 0;
@@ -429,15 +424,20 @@ static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Char
int x = 0;
int y = 0;
- Character tempCharSet[MAX_FONTCHARS]; // We allocate a temporal array for charData, once we get the actual charNumber we copy data to a sized array.
+ // We allocate a temporal arrays for chars data measures,
+ // once we get the actual number of chars, we copy data to a sized arrays
+ int tempCharValues[MAX_FONTCHARS];
+ Rectangle tempCharRecs[MAX_FONTCHARS];
+
+ Color *pixels = GetImageData(image);
- for(y = 0; y < imgHeight; y++)
+ for(y = 0; y < image.height; y++)
{
- for(x = 0; x < imgWidth; x++)
+ for(x = 0; x < image.width; x++)
{
- if (!PixelIsMagenta(imgDataPixel[y*imgWidth + x])) break;
+ if (!PixelIsMagenta(pixels[y*image.width + x])) break;
}
- if (!PixelIsMagenta(imgDataPixel[y*imgWidth + x])) break;
+ if (!PixelIsMagenta(pixels[y*image.width + x])) break;
}
charSpacing = x;
@@ -446,7 +446,7 @@ static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Char
int charHeight = 0;
int j = 0;
- while(!PixelIsMagenta(imgDataPixel[(lineSpacing + j)*imgWidth + charSpacing])) j++;
+ while(!PixelIsMagenta(pixels[(lineSpacing + j)*image.width + charSpacing])) j++;
charHeight = j;
@@ -455,21 +455,22 @@ static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Char
int lineToRead = 0;
int xPosToRead = charSpacing;
- while((lineSpacing + lineToRead * (charHeight + lineSpacing)) < imgHeight)
+ while((lineSpacing + lineToRead * (charHeight + lineSpacing)) < image.height)
{
- while((xPosToRead < imgWidth) &&
- !PixelIsMagenta((imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead])))
+ while((xPosToRead < image.width) &&
+ !PixelIsMagenta((pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead])))
{
- tempCharSet[index].value = FONT_FIRST_CHAR + index;
- tempCharSet[index].x = xPosToRead;
- tempCharSet[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing);
- tempCharSet[index].h = charHeight;
+ tempCharValues[index] = FONT_FIRST_CHAR + index;
+
+ tempCharRecs[index].x = xPosToRead;
+ tempCharRecs[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing);
+ tempCharRecs[index].height = charHeight;
int charWidth = 0;
- while(!PixelIsMagenta(imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead + charWidth])) charWidth++;
+ while(!PixelIsMagenta(pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead + charWidth])) charWidth++;
- tempCharSet[index].w = charWidth;
+ tempCharRecs[index].width = charWidth;
index++;
@@ -479,12 +480,20 @@ static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Char
lineToRead++;
xPosToRead = charSpacing;
}
+
+ free(pixels);
- // We got tempCharSet populated with char data and the number of chars (index)
- // Now we move temp data to real charSet (passed as parameter to the function)
- (*charSet) = (Character *)malloc(index * sizeof(Character)); // BE CAREFUL! This memory should be freed!
+ // We got tempCharValues and tempCharsRecs populated with chars data
+ // Now we move temp data to sized charValues and charRecs arrays (passed as parameter to the function)
+ // NOTE: This memory should be freed!
+ (*charRecs) = (Rectangle *)malloc(index*sizeof(Rectangle));
+ (*charValues) = (int *)malloc(index*sizeof(int));
- for (int i = 0; i < index; i++) (*charSet)[i] = tempCharSet[i];
+ for (int i = 0; i < index; i++)
+ {
+ (*charValues)[i] = tempCharValues[i];
+ (*charRecs)[i] = tempCharRecs[i];
+ }
return index;
}
@@ -528,7 +537,7 @@ static SpriteFont LoadRBMF(const char *fileName)
{
fread(&rbmfHeader, sizeof(rbmfInfoHeader), 1, rbmfFile);
- TraceLog(INFO, "[%s] Loading rBMF file, size: %ix%i, numChars: %i, charHeight: %i", fileName, rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight);
+ TraceLog(DEBUG, "[%s] Loading rBMF file, size: %ix%i, numChars: %i, charHeight: %i", fileName, rbmfHeader.imgWidth, rbmfHeader.imgHeight, rbmfHeader.numChars, rbmfHeader.charHeight);
spriteFont.numChars = (int)rbmfHeader.numChars;
@@ -566,15 +575,16 @@ static SpriteFont LoadRBMF(const char *fileName)
free(imagePixels);
- TraceLog(INFO, "[%s] Image reconstructed correctly, now converting it to texture", fileName);
+ TraceLog(DEBUG, "[%s] Image reconstructed correctly, now converting it to texture", fileName);
spriteFont.texture = LoadTextureFromImage(image);
UnloadImage(image); // Unload image data
- //TraceLog(INFO, "[%s] Starting charSet reconstruction", fileName);
+ //TraceLog(INFO, "[%s] Starting chars set reconstruction", fileName);
- // Reconstruct charSet using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars
- spriteFont.charSet = (Character *)malloc(spriteFont.numChars * sizeof(Character)); // Allocate space for our character data
+ // Get characters data using rbmfCharWidthData, rbmfHeader.charHeight, charsDivisor, rbmfHeader.numChars
+ spriteFont.charValues = (int *)malloc(spriteFont.numChars*sizeof(int));
+ spriteFont.charRecs = (Rectangle *)malloc(spriteFont.numChars*sizeof(Rectangle));
int currentLine = 0;
int currentPosX = charsDivisor;
@@ -582,13 +592,14 @@ static SpriteFont LoadRBMF(const char *fileName)
for (int i = 0; i < spriteFont.numChars; i++)
{
- spriteFont.charSet[i].value = (int)rbmfHeader.firstChar + i;
- spriteFont.charSet[i].x = currentPosX;
- spriteFont.charSet[i].y = charsDivisor + currentLine * ((int)rbmfHeader.charHeight + charsDivisor);
- spriteFont.charSet[i].w = (int)rbmfCharWidthData[i];
- spriteFont.charSet[i].h = (int)rbmfHeader.charHeight;
+ spriteFont.charValues[i] = (int)rbmfHeader.firstChar + i;
+
+ spriteFont.charRecs[i].x = currentPosX;
+ spriteFont.charRecs[i].y = charsDivisor + currentLine * ((int)rbmfHeader.charHeight + charsDivisor);
+ spriteFont.charRecs[i].width = (int)rbmfCharWidthData[i];
+ spriteFont.charRecs[i].height = (int)rbmfHeader.charHeight;
- testPosX += (spriteFont.charSet[i].w + charsDivisor);
+ testPosX += (spriteFont.charRecs[i].width + charsDivisor);
if (testPosX > spriteFont.texture.width)
{
@@ -596,11 +607,13 @@ static SpriteFont LoadRBMF(const char *fileName)
currentPosX = 2 * charsDivisor + (int)rbmfCharWidthData[i];
testPosX = currentPosX;
- spriteFont.charSet[i].x = charsDivisor;
- spriteFont.charSet[i].y = charsDivisor + currentLine * (rbmfHeader.charHeight + charsDivisor);
+ spriteFont.charRecs[i].x = charsDivisor;
+ spriteFont.charRecs[i].y = charsDivisor + currentLine * (rbmfHeader.charHeight + charsDivisor);
}
else currentPosX = testPosX;
}
+
+ spriteFont.size = spriteFont.charRecs[0].height;
TraceLog(INFO, "[%s] rBMF file loaded correctly as SpriteFont", fileName);
}
@@ -699,8 +712,10 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize)
print(100,160, 0, "This is a test");
*/
+/*
font.numChars = 95;
- font.charSet = (Character *)malloc(font.numChars*sizeof(Character));
+ font.charValues (int *)malloc(font.numChars*sizeof(int));
+ font.charRecs = (Character *)malloc(font.numChars*sizeof(Character));
font.texture = LoadTextureFromImage(image);
//stbtt_aligned_quad letter;
@@ -708,16 +723,16 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize)
for (int i = 0; i < font.numChars; i++)
{
- font.charSet[i].value = i + 32;
+ font.charValues[i] = i + 32;
//stbtt_GetPackedQuad(chardata[0], 512, 512, i, &x, &y, &letter, 0);
- font.charSet[i].x = chardata[i + 32].x0;
- font.charSet[i].y = chardata[i + 32].y0;
- font.charSet[i].w = chardata[i + 32].x1 - chardata[i + 32].x0;
- font.charSet[i].h = chardata[i + 32].y1 - chardata[i + 32].y0;
+ font.charRecs[i].x = chardata[i + 32].x0;
+ font.charRecs[i].y = chardata[i + 32].y0;
+ font.charRecs[i].width = chardata[i + 32].x1 - chardata[i + 32].x0;
+ font.charRecs[i].height = chardata[i + 32].y1 - chardata[i + 32].y0;
}
-
+*/
UnloadImage(image);
return font;