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			Merge f04449bdd7 into 2ef1a00038
				
					
				
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						328843e71f
					
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			@ -294,6 +294,7 @@ function main(){
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            baseSize: { get: true },
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            glyphCount: { get: true },
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            glyphPadding: { get: true },
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            texture: { get: true },
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        },
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        //destructor: "UnloadFont"
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    }
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			@ -137,6 +137,8 @@ interface Font {
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    glyphCount: number,
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    /** Padding around the glyph characters */
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    glyphPadding: number,
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    /** Texture atlas containing the glyphs */
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    texture: Texture,
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}
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declare var Font: {
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    prototype: Font;
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			@ -0,0 +1,86 @@
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/*******************************************************************************************
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*
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*   raylib [text] example - Font SDF loading
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*
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*   Example originally created with raylib 1.3, last time updated with raylib 4.0
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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const GLSL_VERSION= 330
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800
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const screenHeight = 450
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initWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts")
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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const msg = "Signed Distance Fields"
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// font generation from TTF font
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const font = loadFontEx("resources/anonymous_pro_bold.ttf", 16, null, 0)
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// Load SDF required shader (we use default vertex shader)
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const shader = loadShader(0, "resources/shaders/glsl"+GLSL_VERSION+"/sdf.fs")
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setTextureFilter(font.texture, TEXTURE_FILTER_BILINEAR)      // Required for SDF font
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const fontPosition = new Vector2( 40, screenHeight/2 - 50 )
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let fontSize = 16
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setTargetFPS(60)               // Set our game to run at 60 frames-per-second
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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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	fontSize += getMouseWheelMove()*8
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	if (fontSize < 6) fontSize = 6
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	let useSDF= isKeyDown(KEY_SPACE)
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	let textSize = measureTextEx(font, msg, fontSize, 0)
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	fontPosition.x = getScreenWidth()/2 - textSize.x/2
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	fontPosition.y = getScreenHeight()/2 - textSize.y/2 + 80
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	//----------------------------------------------------------------------------------
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	// Draw
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	//----------------------------------------------------------------------------------
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	beginDrawing() 
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	{
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		clearBackground(RAYWHITE)
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		// NOTE: SDF fonts require a custom SDf shader to compute fragment color
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		if(useSDF) beginShaderMode(shader)     // Activate SDF font shader
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		drawTextEx(font, msg, fontPosition, fontSize, 0, BLACK)
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		if(useSDF) endShaderMode()             // Activate our default shader for next drawings
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		drawTexture(font.texture, 10, 10, BLACK)
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		drawText( useSDF ? "SDF!" : "default shader", 315, 40, 30, GRAY)
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		drawText("FONT SIZE: 16.0", getScreenWidth() - 240, 20, 20, DARKGRAY)
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		drawText("RENDER SIZE: "+ fontSize, getScreenWidth() - 240, 50, 20, DARKGRAY)
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		drawText("Use MOUSE WHEEL to SCALE TEXT!", getScreenWidth() - 240, 90, 10, DARKGRAY)
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		drawText("HOLD SPACE to USE SDF SHADER!", 340, getScreenHeight() - 30, 20, MAROON)	
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	}
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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)         // font unloading
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unloadShader(shader)     // Unload SDF shader
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closeWindow()            // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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			@ -846,10 +846,21 @@ static JSValue js_Font_get_glyphPadding(JSContext* ctx, JSValueConst this_val) {
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    return ret;
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}
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static JSValue js_Font_get_texture(JSContext* ctx, JSValueConst this_val) {
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    Font* ptr = JS_GetOpaque2(ctx, this_val, js_Font_class_id);
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    Texture2D texture = ptr->texture;
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    Texture2D* ret_ptr = (Texture2D*)js_malloc(ctx, sizeof(Texture2D));
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    *ret_ptr = texture;
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    JSValue ret = JS_NewObjectClass(ctx, js_Texture_class_id);
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    JS_SetOpaque(ret, ret_ptr);
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    return ret;
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}
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static const JSCFunctionListEntry js_Font_proto_funcs[] = {
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    JS_CGETSET_DEF("baseSize",js_Font_get_baseSize,NULL),
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    JS_CGETSET_DEF("glyphCount",js_Font_get_glyphCount,NULL),
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    JS_CGETSET_DEF("glyphPadding",js_Font_get_glyphPadding,NULL),
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    JS_CGETSET_DEF("texture",js_Font_get_texture,NULL),
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    JS_PROP_STRING_DEF("[Symbol.toStringTag]","Font", JS_PROP_CONFIGURABLE),
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};
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