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path: root/examples_web/text_font_select.c
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/*******************************************************************************************
*
*   raylib [core] example - Font selector (adapted for HTML5 platform)
*
*   This example has been created using raylib 1.3 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#if defined(PLATFORM_WEB)
    #include <emscripten/emscripten.h>
#endif

//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;

SpriteFont fonts[8];        // SpriteFont array

int currentFont = 0;        // Selected font

Color *colors;
const char (*fontNames)[20];

const char text[50] = "THIS is THE FONT you SELECTED!";

Vector2 textSize;
Vector2 mousePoint;

Color btnNextOutColor;       // Button color (outside line)
Color btnNextInColor;        // Button color (inside)

int framesCounter = 0;      // Useful to count frames button is 'active' = clicked
int positionY = 180;        // Text selector and button Y position

Rectangle btnNextRec;

//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void);     // Update and Draw one frame

//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
    
    btnNextOutColor = DARKBLUE;
    btnNextInColor = SKYBLUE;
    
    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
    fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf");       // SpriteFont loading
    fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf");     // SpriteFont loading
    fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf");         // SpriteFont loading
    fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf");       // SpriteFont loading
    fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf");       // SpriteFont loading
    fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf");    // SpriteFont loading
    fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf");    // SpriteFont loading
    fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading
    
    Color tempColors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
    
    colors = tempColors;
    
    const char tempFontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback",
                         "[4] Romulus", "[5] PixAntiqua", "[6] Alpha Beta", "[7] Jupiter Crash" };;
                         
    fontNames = tempFontNames;
    
    textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
    
    btnNextRec = (Rectangle){ 673, positionY, 109, 44 };    // Button rectangle (useful for collision)
    
#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        UpdateDrawFrame();
    }
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]);       // SpriteFont(s) unloading
    
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
    // Update
    //----------------------------------------------------------------------------------
    // Keyboard-based font selection (easy)
    if (IsKeyPressed(KEY_RIGHT))
    {
        if (currentFont < 7) currentFont++;
    }

    if (IsKeyPressed(KEY_LEFT))
    {
        if (currentFont > 0) currentFont--;
    }
    
    if (IsKeyPressed('0')) currentFont = 0;
    else if (IsKeyPressed('1')) currentFont = 1;
    else if (IsKeyPressed('2')) currentFont = 2;
    else if (IsKeyPressed('3')) currentFont = 3;
    else if (IsKeyPressed('4')) currentFont = 4;
    else if (IsKeyPressed('5')) currentFont = 5;
    else if (IsKeyPressed('6')) currentFont = 6;
    else if (IsKeyPressed('7')) currentFont = 7;

    // Mouse-based font selection (NEXT button logic)
    mousePoint = GetMousePosition();

    if (CheckCollisionPointRec(mousePoint, btnNextRec))
    {
        // Mouse hover button logic
        if (framesCounter == 0)
        {
            btnNextOutColor = DARKPURPLE;
            btnNextInColor = PURPLE;
        }

        if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
        {
            framesCounter = 20;         // Frames button is 'active'
            btnNextOutColor = MAROON;
            btnNextInColor = RED;
        }
    }
    else
    {
        // Mouse not hover button
        btnNextOutColor = DARKBLUE;
        btnNextInColor = SKYBLUE;
    }
    
    if (framesCounter > 0) framesCounter--;

    if (framesCounter == 1)     // We change font on frame 1
    {
        currentFont++;
        if (currentFont > 7) currentFont = 0;
    }

    // Text measurement for better positioning on screen
    textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
    //----------------------------------------------------------------------------------

    // Draw
    //----------------------------------------------------------------------------------
    BeginDrawing();

        ClearBackground(RAYWHITE);

        DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY);
        DrawLine(120, 120, 680, 120, DARKGRAY);

        DrawRectangle(18, positionY, 644, 44, DARKGRAY);
        DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY);
        DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK);
        DrawText("< >", 610, positionY + 8, 30, BLACK);

        DrawRectangleRec(btnNextRec, btnNextOutColor);
        DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor);
        DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);

        DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
                   260 + (70 - textSize.y)/2 }, fonts[currentFont].size*3,
                   1, colors[currentFont]);

    EndDrawing();
    //----------------------------------------------------------------------------------
}