actually add vendor folder

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2025-08-30 18:07:11 +02:00
parent cb954445a2
commit f9b0bca4be
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All fonts used in examples are provided under a free and permissive license.
Check individual licenses for details:
- [Alpha Beta] by Brian Kent (AEnigma) - https://www.dafont.com/es/alpha-beta.font
- [Setback] by Brian Kent (AEnigma) - https://www.dafont.com/es/setback.font
- [Jupiter Crash] by Brian Kent (AEnigma) - https://www.dafont.com/es/jupiter-crash.font
- [Alagard] by Hewett Tsoi - https://www.dafont.com/es/alagard.font
- [Romulus] by Hewett Tsoi - https://www.dafont.com/es/romulus.font
- [Mecha] by Captain Falcon - https://www.dafont.com/es/mecha-cf.font
- [PixelPlay] by Aleksander Shevchuk - https://www.dafont.com/es/pixelplay.font
- [PixAntiqua] by Gerhard Großmann - https://www.dafont.com/es/pixantiqua.font
- [Kaiserzeit Gotisch] by Dieter Steffmann - https://www.dafont.com/es/kaiserzeit-gotisch.font
- [Noto CJK] by Google Fonts - https://www.google.com/get/noto/help/cjk/
- [Anonymous Pro] by Mark Simonson - https://fonts.google.com/specimen/Anonymous+Pro
- [DejaVu] by DejaVu Fonts - https://dejavu-fonts.github.io/
- [Symbola] by George Douros - https://fontlibrary.org/en/font/symbola
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/*******************************************************************************************
*
* raylib [text] example - Font filters
*
* After font loading, font texture atlas filter could be configured for a softer
* display of the font when scaling it to different sizes, that way, it's not required
* to generate multiple fonts at multiple sizes (as long as the scaling is not very different)
*
* This example has been created using raylib 1.3.0 (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-cpp.hpp"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
raylib::Window window(screenWidth, screenHeight, "raylib [text] example - font filters");
// TTF Font loading with custom generation parameters
raylib::Font font("resources/KAISG.ttf", 96);
// Generate mipmap levels to use trilinear filtering
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
font.GetTexture().GenMipmaps();
raylib::Text msg("Loaded Font", font.GetBaseSize(), BLACK, font);
Vector2 fontPosition = { 40.0f, screenHeight/2.0f - 80.0f };
Vector2 textSize = { 0.0f, 0.0f };
// Setup texture scaling filter
font.GetTexture().SetFilter(TEXTURE_FILTER_POINT);
int currentFontFilter = 0; // TEXTURE_FILTER_POINT
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
//----------------------------------------------------------------------------------
msg.fontSize += GetMouseWheelMove() * 4.0f;
// Choose font texture filter method
if (IsKeyPressed(KEY_ONE))
{
font.GetTexture().SetFilter(TEXTURE_FILTER_POINT);
currentFontFilter = 0;
}
else if (IsKeyPressed(KEY_TWO))
{
font.GetTexture().SetFilter(TEXTURE_FILTER_BILINEAR);
currentFontFilter = 1;
}
else if (IsKeyPressed(KEY_THREE))
{
// NOTE: Trilinear filter won't be noticed on 2D drawing
font.GetTexture().SetFilter(TEXTURE_FILTER_TRILINEAR);
currentFontFilter = 2;
}
textSize = msg.MeasureEx();
if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10;
else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10;
// Load a dropped TTF file dynamically (at current fontSize)
for (const auto& file : raylib::LoadDroppedFiles()) {
if (raylib::IsFileExtension(file, ".ttf")) {
msg.font = font = raylib::Font(file, font.GetBaseSize());
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY);
DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY);
DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY);
DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY);
msg.Draw(fontPosition);
// TODO: It seems texSize measurement is not accurate due to chars offsets...
//DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
DrawText(TextFormat("Font size: %02.02f", msg.GetFontSize()), 20, screenHeight - 50, 10, DARKGRAY);
DrawText(TextFormat("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY);
if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK);
else if (currentFontFilter == 1) DrawText("BILINEAR", 570, 400, 20, BLACK);
else if (currentFontFilter == 2) DrawText("TRILINEAR", 570, 400, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}
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/*******************************************************************************************
*
* raylib [text] example - Font loading
*
* raylib can load fonts from multiple file formats:
*
* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
* some of the generation parameters (size, characters to include)
* - BMFonts > Angel code font fileformat, sprite font image must be provided
* together with the .fnt file, font generation cna not be configured
* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
* Characters in image must follow some spacing and order rules
*
* This example has been created using raylib 2.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <string>
#include "raylib-cpp.hpp"
int main() {
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
raylib::Window window(screenWidth, screenHeight, "raylib [text] example - font loading");
// Define characters to draw
// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
std::string msg = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
// BMFont (AngelCode) : Font data and image atlas have been generated using external program
raylib::Font fontBm("resources/pixantiqua.fnt");
// TTF font : Font data and atlas are generated directly from TTF
// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
raylib::Font fontTtf("resources/pixantiqua.ttf", 32, 0, 250);
bool useTtf = false;
window.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!window.ShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_SPACE)) useTtf = true;
else useTtf = false;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
window.BeginDrawing();
{
window.ClearBackground(RAYWHITE);
raylib::DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, LIGHTGRAY);
if (!useTtf)
{
fontBm.DrawText(msg, Vector2{ 20.0f, 100.0f }, fontBm.baseSize, 2, MAROON);
raylib::DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, GRAY);
}
else
{
fontTtf.DrawText(msg, Vector2{ 20.0f, 100.0f }, fontTtf.baseSize, 2, LIME);
raylib::DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, GRAY);
}
}
window.EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}
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/*******************************************************************************************
*
* raylib [text] example - Font loading and usage
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <string>
#include "raylib-cpp.hpp"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
raylib::Window window(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage");
std::string msg1 = "THIS IS A custom SPRITE FONT...";
std::string msg2 = "...and this is ANOTHER CUSTOM font...";
std::string msg3 = "...and a THIRD one! GREAT! :D";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
raylib::Font font1("resources/custom_mecha.png"); // Font loading
raylib::Font font2("resources/custom_alagard.png"); // Font loading
raylib::Font font3("resources/custom_jupiter_crash.png"); // Font loading
raylib::Vector2 fontPosition1(screenWidth/2 - MeasureTextEx(font1, msg1.c_str(), font1.baseSize, -3).x/2,
screenHeight/2 - font1.baseSize/2 - 80);
raylib::Vector2 fontPosition2(screenWidth/2 - MeasureTextEx(font2, msg2.c_str(), font2.baseSize, -2).x/2,
screenHeight/2 - font2.baseSize/2 - 10);
raylib::Vector2 fontPosition3(screenWidth/2 - MeasureTextEx(font3, msg3.c_str(), font3.baseSize, 2).x/2,
screenHeight/2 - font3.baseSize/2 + 50);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!window.ShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
{
window.ClearBackground(RAYWHITE);
font1.DrawText(msg1, fontPosition1, font1.baseSize, -3);
font2.DrawText(msg2, fontPosition2, font2.baseSize, -2);
font3.DrawText(msg3, fontPosition3, font3.baseSize, 2);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}
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/*******************************************************************************************
*
* raylib [text] example - raylib font loading and usage
*
* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
* To view details and credits for those fonts, check raylib license file
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <vector>
#include <array>
#include "raylib-cpp.hpp"
#define MAX_FONTS 8
int main() {
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
raylib::Window window(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
raylib::Color textColor = DARKGRAY;
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
std::array<raylib::Font, MAX_FONTS> fonts = {
raylib::Font("resources/fonts/alagard.png"),
raylib::Font("resources/fonts/pixelplay.png"),
raylib::Font("resources/fonts/mecha.png"),
raylib::Font("resources/fonts/setback.png"),
raylib::Font("resources/fonts/romulus.png"),
raylib::Font("resources/fonts/pixantiqua.png"),
raylib::Font("resources/fonts/alpha_beta.png"),
raylib::Font("resources/fonts/jupiter_crash.png")
};
std::array<std::string, MAX_FONTS> messages = {
"ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
"MECHA FONT designed by Captain Falcon",
"SETBACK FONT designed by Brian Kent (AEnigma)",
"ROMULUS FONT designed by Hewett Tsoi",
"PIXANTIQUA FONT designed by Gerhard Grossmann",
"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)"
};
std::array<int, MAX_FONTS> spacings = { 2, 4, 8, 4, 3, 4, 4, 1 };
std::array<raylib::Vector2, MAX_FONTS> positions;
for (int i = 0; i < fonts.size(); i++)
{
auto size = fonts[i].MeasureText(messages[i], fonts[i].baseSize * 2, spacings[i]);
positions[i].x = screenWidth/2 - size.x/2;
positions[i].y = 60 + fonts[i].baseSize + 45*i;
}
// Small Y position corrections
positions[3].y += 8;
positions[4].y += 2;
positions[7].y -= 8;
std::array<raylib::Color, MAX_FONTS> colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
//--------------------------------------------------------------------------------------
// Main game loop
while (!window.ShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
// Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
{
window.ClearBackground(RAYWHITE);
textColor.DrawText("free fonts included with raylib", 250, 20, 20);
textColor.DrawLine(220, 50, 590, 50);
for (int i = 0; i < fonts.size(); i++)
{
fonts[i].DrawText(messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}