example: add codepoints_loading

update c_l to include copywrite header and description
This commit is contained in:
Timothy Fiss 2025-07-24 20:25:28 -06:00 committed by Nikolas
parent 3c33e0469f
commit 6ab4e51407
3 changed files with 171 additions and 0 deletions

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@ -294,6 +294,11 @@ pub fn build(b: *std.Build) !void {
.path = "examples/textures/textures_background_scrolling.zig",
.desc = "Background scrolling & parallax demo",
},
.{
.name = "codepoints_loading",
.path = "examples/text/codepoints_loading.zig",
.desc = "Renders UTF-8 text",
},
.{
.name = "text_format_text",
.path = "examples/text/text_format_text.zig",

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@ -0,0 +1,166 @@
//!******************************************************************************************
//!
//! raylib-zog port of the [text] example - Codepoints loading
//! https://github.com/raysan5/raylib/blob/master/examples/text/text_codepoints_loading.c
//!
//! Example complexity rating: [] 3/4
//!
//! 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
//!
//! Translated to raylib-zig by Timothy Fiss (@TheFissk)
//!
//! Copyright (c) 2022-2025 Ramon Santamaria (@raysan5)
//!
//!*******************************************************************************************
const rl = @import("raylib");
const std = @import("std");
/// 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
const 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
//------------------------------------------------------------------------------------
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [text] example - codepoints loading");
defer rl.closeWindow(); // Close window and OpenGL context
// Convert each utf-8 character into its
// corresponding codepoint in the font file.
const codepoints = try rl.loadCodepoints(text);
const codepoints_count = codepoints.len;
//the DebugAllocator provides us with a nice general purpose allocator, great for small projects like this
var font: rl.Font = undefined;
var codepoints_no_dups: [:0]i32 = undefined;
var codepoints_no_dups_count: usize = undefined;
{
var dba = std.heap.DebugAllocator(.{}){};
var alloc = dba.allocator();
// Removed duplicate codepoints to generate smaller font atlas
codepoints_no_dups = try CodepointRemoveDuplicates(alloc, codepoints);
codepoints_no_dups_count = std.mem.len(codepoints_no_dups.ptr);
defer alloc.free(codepoints_no_dups);
// we can free codepoints at the end of this block, atlas has already been generated
rl.unloadCodepoints(codepoints);
// Load font containing all the provided codepoint glyphs
// A texture font atlas is automatically generated
// example assumes it is being run from the root of the project
font = try rl.loadFontEx("examples/text/resources/DotGothic16-Regular.ttf", 36, codepoints_no_dups);
// Set bilinear scale filter for better font scaling
rl.setTextureFilter(font.texture, .bilinear);
rl.setTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
}
defer rl.unloadFont(font); // Unload font at the end of the program
var show_font_atlas = false;
var codepoint_size: i32 = 0;
var start: i32 = 0;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!rl.windowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (rl.isKeyPressed(.space)) show_font_atlas = !show_font_atlas;
// Testing code: getting next and previous codepoints on provided text
if (rl.isKeyPressed(.right)) {
// Get next codepoint in string and move pointer
const err = rl.getCodepointNext(text[@intCast(start)..text.len], &codepoint_size);
if (err == '?') @panic("getCodepointNext failed");
if (start + codepoint_size < text.len) {
start += codepoint_size;
} else {
start = text.len;
}
} else if (rl.isKeyPressed(.left)) {
// Get previous codepoint in string and move pointer
const err = rl.getCodepointPrevious(text[@intCast(start)..text.len], &codepoint_size);
if (err == '?') @panic("getCodepointNext failed");
if (start - codepoint_size > 0) {
start -= codepoint_size;
} else {
start = 0;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.drawRectangle(0, 0, rl.getScreenWidth(), 70, .black);
rl.drawText(rl.textFormat("Total codepoints contained in provided text: %i", .{codepoints_count}), 10, 10, 20, .green);
rl.drawText(rl.textFormat("Total codepoints required for font atlas (duplicates excluded): %u", .{codepoints_no_dups_count}), 10, 40, 20, .green);
if (show_font_atlas) {
// Draw generated font texture atlas containing provided codepoints
rl.drawTexture(font.texture, 150, 100, .black);
rl.drawRectangleLines(150, 100, font.texture.width, font.texture.height, .black);
} else {
// Draw provided text with loaded font, containing all required codepoint glyphs
rl.drawTextEx(font, text, .{ .x = 160, .y = 110 }, 48, 5, .black);
}
rl.drawText("Press SPACE to toggle font atlas view!", 10, rl.getScreenHeight() - 30, 20, .gray);
//----------------------------------------------------------------------------------
}
}
/// Remove codepoint duplicates if requested
/// WARNING: This process could be a bit slow if there text to process is very long
fn CodepointRemoveDuplicates(allocator: std.mem.Allocator, codepoints: []i32) ![:0]i32 {
var no_dups: [:0]i32 = try allocator.allocSentinel(i32, codepoints.len, 0);
std.mem.copyForwards(i32, no_dups, codepoints);
var no_dups_count: usize = no_dups.len;
// Remove duplicates
var i: usize = 0;
while (i < no_dups_count) {
defer i += 1;
var j: usize = i + 1;
while (j < no_dups_count) {
defer j += 1;
const match = no_dups[i] == no_dups[j];
if (match) {
var k: usize = j;
while (k < no_dups_count) {
defer k += 1;
no_dups[k] = no_dups[k + 1];
}
no_dups_count -= 1;
j -= 1;
no_dups[no_dups_count] = 0;
}
}
}
// NOTE: The size of codepointsNoDups is the same as original array but
// only required positions are filled (codepointsNoDupsCount)
return no_dups;
}

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