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			136 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [text] example - Codepoints loading
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*
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*   This example has been created using raylib 4.2 (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) 2022 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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    // Free codepoints, atlas has already been generated
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    free(codepointsNoDups);
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    bool showFontAtlas = false;
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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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        //----------------------------------------------------------------------------------
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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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} |