diff --git a/projects/BMFontExtender.zip b/projects/BMFontExtender.zip
deleted file mode 100644
index c6057f615..000000000
Binary files a/projects/BMFontExtender.zip and /dev/null differ
diff --git a/projects/BMFontExtender/LoadBMFontEX.patch b/projects/BMFontExtender/LoadBMFontEX.patch
deleted file mode 100644
index e69de29bb..000000000
diff --git a/projects/BMFontExtender/Makefile b/projects/BMFontExtender/Makefile
deleted file mode 100644
index 67038eb8e..000000000
--- a/projects/BMFontExtender/Makefile
+++ /dev/null
@@ -1,405 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
-#
-# Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
-#
-# This software is provided "as-is", without any express or implied warranty. In no event
-# will the authors be held liable for any damages arising from the use of this software.
-#
-# Permission is granted to anyone to use this software for any purpose, including commercial
-# applications, and to alter it and redistribute it freely, subject to the following restrictions:
-#
-# 1. The origin of this software must not be misrepresented; you must not claim that you
-# wrote the original software. If you use this software in a product, an acknowledgment
-# in the product documentation would be appreciated but is not required.
-#
-# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-# as being the original software.
-#
-# 3. This notice may not be removed or altered from any source distribution.
-#
-#**************************************************************************************************
-
-.PHONY: all clean
-
-# Define required raylib variables
-PROJECT_NAME ?= game
-RAYLIB_VERSION ?= 4.2.0
-RAYLIB_PATH ?= C:/Users/hope8/OneDrive/GameDev/RayLibCPP/raylib/raylib
-
-# Define compiler path on Windows
-COMPILER_PATH ?= C:/raylib/w64devkit/bin
-
-# Define default options
-# One of PLATFORM_DESKTOP, PLATFORM_ANDROID, PLATFORM_WEB
-PLATFORM ?= PLATFORM_DESKTOP
-
-# Locations of your newly installed library and associated headers. See ../src/Makefile
-# On Linux, if you have installed raylib but cannot compile the examples, check that
-# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
-# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
-# To enable compile-time linking to a special version of libraylib.so, change these variables here.
-# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
-# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
-# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
-# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
-DESTDIR ?= C:/Users/hope8/OneDrive/GameDev/RayLibCPP/raylib/raylib
-RAYLIB_INSTALL_PATH ?= $(DESTDIR)
-# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
-RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)
-
-# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE ?= STATIC
-
-# Build mode for project: DEBUG or RELEASE
-BUILD_MODE ?= RELEASE
-
-# Use external GLFW library instead of rglfw module
-# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
-USE_EXTERNAL_GLFW ?= FALSE
-
-# Use Wayland display server protocol on Linux desktop
-# by default it uses X11 windowing system
-USE_WAYLAND_DISPLAY ?= FALSE
-
-# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
- # ifeq ($(UNAME),Msys) -> Windows
- ifeq ($(OS),Windows_NT)
- PLATFORM_OS=WINDOWS
- export PATH := $(COMPILER_PATH):$(PATH)
- else
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
- ifeq ($(UNAMEOS),FreeBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),OpenBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),NetBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),DragonFly)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),Darwin)
- PLATFORM_OS=OSX
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
-endif
-
-# RAYLIB_PATH adjustment for different platforms.
-# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
-# Required for ldconfig or other tools that do not perform path expansion.
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_PREFIX ?= ..
- RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
- endif
-endif
-# Default path for raylib on Raspberry Pi, if installed in different path, update it!
-# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
-# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
-ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_PATH ?= /home/pi/raylib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # Emscripten required variables
- EMSDK_PATH ?= C:/emsdk
- EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
- CLANG_PATH = $(EMSDK_PATH)/upstream/bin
- PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
- NODE_PATH = $(EMSDK_PATH)/node/14.18.2_64bit/bin
- export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
-endif
-
-# Define raylib release directory for compiled library.
-# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
-RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
-
-# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
-# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
-# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
-# without formal installation from ../src/Makefile. It aids portability and is useful if you have
-# multiple versions of raylib, have raylib installed to a non-standard location, or want to
-# bundle libraylib.so with your game. Change it to your liking.
-# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
-# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
-# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
-# To see which libraries a built example is linking to, ldd core/core_basic_window;
-# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
-EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
-
-# Define default C compiler: gcc
-# NOTE: define g++ compiler if using C++
-CC = gcc
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- # OSX default compiler
- CC = clang
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
- CC = clang
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
- # Define RPI cross-compiler
- #CC = armv6j-hardfloat-linux-gnueabi-gcc
- CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # HTML5 emscripten compiler
- # WARNING: To compile to HTML5, code must be redesigned
- # to use emscripten.h and emscripten_set_main_loop()
- CC = emcc
-endif
-
-# Define default make program: Mingw32-make
-MAKE = mingw32-make
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- MAKE = make
- endif
- ifeq ($(PLATFORM_OS),OSX)
- MAKE = make
- endif
-endif
-
-# Define compiler flags:
-# -O0 defines optimization level (no optimization, better for debugging)
-# -O1 defines optimization level
-# -g include debug information on compilation
-# -s strip unnecessary data from build -> do not use in debug builds
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
-CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
-
-ifeq ($(BUILD_MODE),DEBUG)
- CFLAGS += -g -O0
-else
- CFLAGS += -s -O1
-endif
-
-# Additional flags for compiler (if desired)
-#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # resource file contains windows executable icon and properties
- # -Wl,--subsystem,windows hides the console window
- CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- ifeq ($(RAYLIB_LIBTYPE),STATIC)
- CFLAGS += -D_DEFAULT_SOURCE
- endif
- ifeq ($(RAYLIB_LIBTYPE),SHARED)
- # Explicitly enable runtime link to libraylib.so
- CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS += -std=gnu99
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # -Os # size optimization
- # -O2 # optimization level 2, if used, also set --memory-init-file 0
- # -s USE_GLFW=3 # Use glfw3 library (context/input management)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # -s USE_PTHREADS=1 # multithreading support
- # -s WASM=0 # disable Web Assembly, emitted by default
- # -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
- # -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
- # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
- # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
- # --profiling # include information for code profiling
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # --preload-file resources # specify a resources folder for data compilation
- CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
- ifeq ($(BUILD_MODE), DEBUG)
- CFLAGS += -s ASSERTIONS=1 --profiling
- endif
-
- # Define a custom shell .html and output extension
- CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
- EXT = .html
-endif
-
-# Define include paths for required headers
-# NOTE: Several external required libraries (stb and others)
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-
-# Define additional directories containing required header files
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # RPI required libraries
- INCLUDE_PATHS += -I/opt/vc/include
- INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
- INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),BSD)
- # Consider -L$(RAYLIB_H_INSTALL_PATH)
- INCLUDE_PATHS += -I/usr/local/include
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Reset everything.
- # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
- INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
- endif
-endif
-
-# Define library paths containing required libs.
-LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),BSD)
- # Consider -L$(RAYLIB_INSTALL_PATH)
- LDFLAGS += -L. -Lsrc -L/usr/local/lib
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Reset everything.
- # Precedence: immediately local, installed version, raysan5 provided libs
- LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
- endif
-endif
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
- LDFLAGS += -L/opt/vc/lib
-endif
-
-# Define any libraries required on linking
-# if you want to link libraries (libname.so or libname.a), use the -lname
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # Libraries for Windows desktop compilation
- # NOTE: WinMM library required to set high-res timer resolution
- LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Libraries for Debian GNU/Linux desktop compiling
- # NOTE: Required packages: libegl1-mesa-dev
- LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
-
- # On X11 requires also below libraries
- LDLIBS += -lX11
- # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
- #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-
- # On Wayland windowing system, additional libraries requires
- ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
- LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
- endif
- # Explicit link to libc
- ifeq ($(RAYLIB_LIBTYPE),SHARED)
- LDLIBS += -lc
- endif
- endif
- ifeq ($(PLATFORM_OS),OSX)
- # Libraries for OSX 10.9 desktop compiling
- # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
- LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
- # NOTE: Required packages: mesa-libs
- LDLIBS = -lraylib -lGL -lpthread -lm
-
- # On XWindow requires also below libraries
- LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- endif
- ifeq ($(USE_EXTERNAL_GLFW),TRUE)
- # NOTE: It could require additional packages installed: libglfw3-dev
- LDLIBS += -lglfw
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # Libraries for Raspberry Pi compiling
- # NOTE: Required packages: libasound2-dev (ALSA)
- LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # Libraries for web (HTML5) compiling
- LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
-endif
-
-# Define a recursive wildcard function
-rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))
-
-# Define all source files required
-SRC_DIR = src
-OBJ_DIR = obj
-
-# Define all object files from source files
-SRC = $(call rwildcard, *.c, *.h)
-#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
-OBJS ?= main.c
-
-# For Android platform we call a custom Makefile.Android
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
- MAKEFILE_PARAMS = -f Makefile.Android
- export PROJECT_NAME
- export SRC_DIR
-else
- MAKEFILE_PARAMS = $(PROJECT_NAME)
-endif
-
-# Default target entry
-# NOTE: We call this Makefile target or Makefile.Android target
-all:
- $(MAKE) $(MAKEFILE_PARAMS)
-
-# Project target defined by PROJECT_NAME
-$(PROJECT_NAME): $(OBJS)
- $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-
-# Compile source files
-# NOTE: This pattern will compile every module defined on $(OBJS)
-#%.o: %.c
-$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-
-# Clean everything
-clean:
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- del *.o *.exe /s
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
- endif
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- find . -type f -executable -delete
- rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- del *.o *.html *.js
-endif
- @echo Cleaning done
-
diff --git a/projects/BMFontExtender/Makefile.Android b/projects/BMFontExtender/Makefile.Android
deleted file mode 100644
index 7e41ea52f..000000000
--- a/projects/BMFontExtender/Makefile.Android
+++ /dev/null
@@ -1,300 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Android project (APK building)
-#
-# Copyright (c) 2017 Ramon Santamaria (@raysan5)
-#
-# This software is provided "as-is", without any express or implied warranty. In no event
-# will the authors be held liable for any damages arising from the use of this software.
-#
-# Permission is granted to anyone to use this software for any purpose, including commercial
-# applications, and to alter it and redistribute it freely, subject to the following restrictions:
-#
-# 1. The origin of this software must not be misrepresented; you must not claim that you
-# wrote the original software. If you use this software in a product, an acknowledgment
-# in the product documentation would be appreciated but is not required.
-#
-# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-# as being the original software.
-#
-# 3. This notice may not be removed or altered from any source distribution.
-#
-#**************************************************************************************************
-
-# Define required raylib variables
-PLATFORM ?= PLATFORM_ANDROID
-RAYLIB_PATH ?= ..\..
-
-# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
-ANDROID_ARCH ?= ARM
-ANDROID_API_VERSION = 21
-ifeq ($(ANDROID_ARCH),ARM)
- ANDROID_ARCH_NAME = armeabi-v7a
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- ANDROID_ARCH_NAME = arm64-v8a
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK
-JAVA_HOME ?= C:/JavaJDK
-ANDROID_HOME = C:/android-sdk
-ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
-ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
-ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
-
-# Android project configuration variables
-PROJECT_NAME ?= raylib_game
-PROJECT_LIBRARY_NAME ?= main
-PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
-PROJECT_RESOURCES_PATH ?= resources
-PROJECT_SOURCE_FILES ?= raylib_game.c
-
-# Some source files are placed in directories, when compiling to some
-# output directory other than source, that directory must pre-exist.
-# Here we get a list of required folders that need to be created on
-# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
-PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
-
-# Android app configuration variables
-APP_LABEL_NAME ?= rGame
-APP_COMPANY_NAME ?= raylib
-APP_PRODUCT_NAME ?= rgame
-APP_VERSION_CODE ?= 1
-APP_VERSION_NAME ?= 1.0
-APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
-APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
-APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
-APP_SCREEN_ORIENTATION ?= landscape
-APP_KEYSTORE_PASS ?= raylib
-
-# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE ?= STATIC
-
-# Library path for libraylib.a/libraylib.so
-RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
-
-# Shared libs must be added to APK if required
-# NOTE: Generated NativeLoader.java automatically load those libraries
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
- PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
-endif
-
-# Compiler and archiver
-# NOTE: GCC is being deprecated in Android NDK r16
-ifeq ($(ANDROID_ARCH),ARM)
- CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(ANDROID_ARCH),ARM)
- CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
-endif
-# Compilation functions attributes options
-CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
-# Compiler options for the linker
-CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
-# Preprocessor macro definitions
-CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
-
-# Paths containing required header files
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
-
-# Linker options
-LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
-LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
-# Force linking of library module to define symbol
-LDFLAGS += -u ANativeActivity_onCreate
-# Library paths containing required libs
-LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
-
-# Define any libraries to link into executable
-# if you want to link libraries (libname.so or libname.a), use the -lname
-LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
-
-# Generate target objects list from PROJECT_SOURCE_FILES
-OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
-
-# Android APK building process... some steps required...
-# NOTE: typing 'make' will invoke the default target entry called 'all',
-all: create_temp_project_dirs \
- copy_project_required_libs \
- copy_project_resources \
- generate_loader_script \
- generate_android_manifest \
- generate_apk_keystore \
- config_project_package \
- compile_project_code \
- compile_project_class \
- compile_project_class_dex \
- create_project_apk_package \
- sign_project_apk_package \
- zipalign_project_apk_package
-
-# Create required temp directories for APK building
-create_temp_project_dirs:
- if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
- if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
- if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
- if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
- if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
- if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
- if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
- if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
- if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
- if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
- if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
- if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
- if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
- if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
- if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
- if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
- if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
- $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
-
-define create_dir
- if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
-endef
-
-# Copy required shared libs for integration into APK
-# NOTE: If using shared libs they are loaded by generated NativeLoader.java
-copy_project_required_libs:
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
- copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
-endif
-ifeq ($(RAYLIB_LIBTYPE),STATIC)
- copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
-endif
-
-# Copy project required resources: strings.xml, icon.png, assets
-# NOTE: Required strings.xml is generated and game resources are copied to assets folder
-# TODO: Review xcopy usage, it can not be found in some systems!
-copy_project_resources:
- copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
- copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
- copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
- @echo ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
- @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
- if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
-
-# Generate NativeLoader.java to load required shared libraries
-# NOTE: Probably not the bet way to generate this file... but it works.
-generate_loader_script:
- @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
- @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
- @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
- @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
- @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-endif
- @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
- @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
- @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-
-# Generate AndroidManifest.xml with all the required options
-# NOTE: Probably not the bet way to generate this file... but it works.
-generate_android_manifest:
- @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
- @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
-
-# Generate storekey for APK signing: $(PROJECT_NAME).keystore
-# NOTE: Configure here your Distinguished Names (-dname) if required!
-generate_apk_keystore:
- if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
-
-# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
-# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
-config_project_package:
- $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
-
-# Compile native_app_glue code as static library: obj/libnative_app_glue.a
-compile_native_app_glue:
- $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
- $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
-
-# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
-compile_project_code: $(OBJS)
- $(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
-
-# Compile all .c files required into object (.o) files
-# NOTE: Those files will be linked into a shared library
-$(PROJECT_BUILD_PATH)/obj/%.o:%.c
- $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
-
-# Compile project .java code into .class (Java bytecode)
-compile_project_class:
- $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-
-# Compile .class files into Dalvik executable bytecode (.dex)
-# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
-compile_project_class_dex:
- $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
-
-# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
-# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
-# NOTE: Use -A resources to define additional directory in which to find raw asset files
-create_project_apk_package:
- $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
- cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
-
-# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
-sign_project_apk_package:
- $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
-
-# Create zip-aligned APK package: $(PROJECT_NAME).apk
-zipalign_project_apk_package:
- $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
-
-# Install $(PROJECT_NAME).apk to default emulator/device
-# NOTE: Use -e (emulator) or -d (device) parameters if required
-install:
- $(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
-
-# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
-check_device_abi:
- $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
-
-# Monitorize output log coming from device, only raylib tag
-logcat:
- $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
- $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
-deploy:
- $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
- $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
- $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
-
-# Clean everything
-clean:
- del $(PROJECT_BUILD_PATH)\* /f /s /q
- rmdir $(PROJECT_BUILD_PATH) /s /q
- @echo Cleaning done
diff --git a/projects/BMFontExtender/main.c b/projects/BMFontExtender/main.c
deleted file mode 100644
index e9e674908..000000000
--- a/projects/BMFontExtender/main.c
+++ /dev/null
@@ -1,94 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Basic 3d example
-*
-* Welcome to raylib!
-*
-* To compile example, just press F5.
-* Note that compiled executable is placed in the same folder as .c file
-*
-* You can find all basic examples on C:\raylib\raylib\examples folder or
-* raylib official webpage: www.raylib.com
-*
-* Enjoy using raylib. :)
-*
-* 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) 2013-2023 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#if defined(PLATFORM_WEB)
- #include
-#endif
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 1200;
- const int screenHeight = 900;
-
- InitWindow(screenWidth, screenHeight, "raylib");
-
- // Font
- Font fontnice = LoadFont("Assets/font/elandnice.fnt");
- Font fontstrawberry = LoadFont("Assets/font/gostrawberry.fnt");
- Font fontgukdae = LoadFont("Assets/font/gukdae.fnt");
-
- const char* beautifulhangul = "한글은 아름다워요. 예뻐요. 그림 같아요";
- const char* hun[7];
- hun[0] = "나랏말싸미 듕귁에 달아 문자와로 서로 사맛디 아니할새";
- hun[1] = "이런 젼차로 어린백성이 니르고자 할배 있어도";
- hun[2] = "마참내 그 뜻을 시려펴디 못할 놈이 하노라";
- hun[3] = "내 이를 위하여 어여삐 여겨";
- hun[4] = "새로 스물여덟자를 맹그나니";
- hun[5] = "사람마다 해여 수비녀겨 날로 쓰매";
- hun[6] = "편한케 하고져 할 따르미니라";
- const char* author = "대한민국 변호사, 이동근이 만들었어요. 2023. 11. 2.";
-
- //--------------------------------------------------------------------------------------
-
-#if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 60, 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
- {
- BeginDrawing();
- ClearBackground(BLACK);
- DrawTextEx(fontnice, beautifulhangul , (Vector2) { 100, 110 }, 48, 5, DARKGREEN);
-
- for (int i =0; i < 7; i++)
- {
- Vector2 length = MeasureTextEx(fontstrawberry, hun[i], 36, 5); // font height is 36
- Vector2 pos = { screenWidth / 2 - length.x / 2, (float)260 + (float)i * (float)40 }; // middle alignment
- DrawTextEx(fontstrawberry, hun[i], pos, 36, 5, RAYWHITE );
- }
-
-
- DrawTextEx(fontgukdae, author, (Vector2) { 360, 800 }, 32, 5, VIOLET );
- EndDrawing();
- }
-#endif
-
- UnloadFont(fontnice);
- UnloadFont(fontstrawberry);
- UnloadFont(fontgukdae);
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
diff --git a/projects/BMFontExtender/main.code-workspace b/projects/BMFontExtender/main.code-workspace
deleted file mode 100644
index 2c9896f4d..000000000
--- a/projects/BMFontExtender/main.code-workspace
+++ /dev/null
@@ -1,19 +0,0 @@
-{
- "folders": [
- {
- "path": "."
- },
- {
- "path": "../../../../LoadBMFontExtender/Assets"
- }
- ],
- "settings": {
- "files.associations": {
- "raylib.h": "c",
- "math.h": "c",
- "blocks.h": "c",
- "stdio.h": "c",
- "*.m": "c"
- }
- }
-}
\ No newline at end of file
diff --git a/projects/BMFontExtender/resources/LICENSE b/projects/BMFontExtender/resources/LICENSE
deleted file mode 100644
index ebde2c573..000000000
--- a/projects/BMFontExtender/resources/LICENSE
+++ /dev/null
@@ -1 +0,0 @@
-Assets license.
diff --git a/src/rtext.c b/src/rtext.c
index 4aa8e14ac..23d7caa5f 100644
--- a/src/rtext.c
+++ b/src/rtext.c
@@ -126,7 +126,6 @@ static Font defaultFont = { 0 };
//----------------------------------------------------------------------------------
#if defined(SUPPORT_FILEFORMAT_FNT)
static Font LoadBMFont(const char *fileName); // Load a BMFont file (AngelCode font file)
-static Font LoadBMFontEx(const char *fileName); // Load a BMFont file (AngelCode font file)
#endif
static int textLineSpacing = 15; // Text vertical line spacing in pixels
@@ -333,7 +332,7 @@ Font LoadFont(const char *fileName)
else
#endif
#if defined(SUPPORT_FILEFORMAT_FNT)
- if (IsFileExtension(fileName, ".fnt")) font = LoadBMFontEx(fileName);
+ if (IsFileExtension(fileName, ".fnt")) font = LoadBMFont(fileName);
else
#endif
{
@@ -2028,156 +2027,9 @@ static Font LoadBMFont(const char *fileName)
int fontSize = 0;
int glyphCount = 0;
- int imWidth = 0;
- int imHeight = 0;
- char imFileName[129] = { 0 };
-
- int base = 0; // Useless data
- int readBytes = 0; // Data bytes read
- int readVars = 0; // Variables filled by sscanf()
-
- char *fileText = LoadFileText(fileName);
-
- if (fileText == NULL) return font;
-
- char *fileTextPtr = fileText;
-
- // NOTE: We skip first line, it contains no useful information
- readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
- fileTextPtr += (readBytes + 1);
-
- // Read line data
- readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
- searchPoint = strstr(buffer, "lineHeight");
- readVars = sscanf(searchPoint, "lineHeight=%i base=%i scaleW=%i scaleH=%i", &fontSize, &base, &imWidth, &imHeight);
- fileTextPtr += (readBytes + 1);
-
- if (readVars < 4) { UnloadFileText(fileText); return font; } // Some data not available, file malformed
-
- readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
- searchPoint = strstr(buffer, "file");
- readVars = sscanf(searchPoint, "file=\"%128[^\"]\"", imFileName);
- fileTextPtr += (readBytes + 1);
-
- if (readVars < 1) { UnloadFileText(fileText); return font; } // No fileName read
-
- readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
- searchPoint = strstr(buffer, "count");
- readVars = sscanf(searchPoint, "count=%i", &glyphCount);
- fileTextPtr += (readBytes + 1);
-
- if (readVars < 1) { UnloadFileText(fileText); return font; } // No glyphCount read
-
- // Compose correct path using route of .fnt file (fileName) and imFileName
- char *imPath = NULL;
- char *lastSlash = NULL;
-
- lastSlash = strrchr(fileName, '/');
- if (lastSlash == NULL) lastSlash = strrchr(fileName, '\\');
-
- if (lastSlash != NULL)
- {
- // NOTE: We need some extra space to avoid memory corruption on next allocations!
- imPath = (char *)RL_CALLOC(TextLength(fileName) - TextLength(lastSlash) + TextLength(imFileName) + 4, 1);
- memcpy(imPath, fileName, TextLength(fileName) - TextLength(lastSlash) + 1);
- memcpy(imPath + TextLength(fileName) - TextLength(lastSlash) + 1, imFileName, TextLength(imFileName));
- }
- else imPath = imFileName;
-
- TRACELOGD(" > Image loading path: %s", imPath);
-
- Image imFont = LoadImage(imPath);
-
- if (imFont.format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
- {
- // Convert image to GRAYSCALE + ALPHA, using the mask as the alpha channel
- Image imFontAlpha = {
- .data = RL_CALLOC(imFont.width*imFont.height, 2),
- .width = imFont.width,
- .height = imFont.height,
- .mipmaps = 1,
- .format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
- };
-
- for (int p = 0, i = 0; p < (imFont.width*imFont.height*2); p += 2, i++)
- {
- ((unsigned char *)(imFontAlpha.data))[p] = 0xff;
- ((unsigned char *)(imFontAlpha.data))[p + 1] = ((unsigned char *)imFont.data)[i];
- }
-
- UnloadImage(imFont);
- imFont = imFontAlpha;
- }
-
- font.texture = LoadTextureFromImage(imFont);
-
- if (lastSlash != NULL) RL_FREE(imPath);
-
- // Fill font characters info data
- font.baseSize = fontSize;
- font.glyphCount = glyphCount;
- font.glyphPadding = 0;
- font.glyphs = (GlyphInfo *)RL_MALLOC(glyphCount*sizeof(GlyphInfo));
- font.recs = (Rectangle *)RL_MALLOC(glyphCount*sizeof(Rectangle));
-
- int charId, charX, charY, charWidth, charHeight, charOffsetX, charOffsetY, charAdvanceX;
-
- for (int i = 0; i < glyphCount; i++)
- {
- readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
- readVars = sscanf(buffer, "char id=%i x=%i y=%i width=%i height=%i xoffset=%i yoffset=%i xadvance=%i",
- &charId, &charX, &charY, &charWidth, &charHeight, &charOffsetX, &charOffsetY, &charAdvanceX);
- fileTextPtr += (readBytes + 1);
-
- if (readVars == 8) // Make sure all char data has been properly read
- {
- // Get character rectangle in the font atlas texture
- font.recs[i] = (Rectangle){ (float)charX, (float)charY, (float)charWidth, (float)charHeight };
-
- // Save data properly in sprite font
- font.glyphs[i].value = charId;
- font.glyphs[i].offsetX = charOffsetX;
- font.glyphs[i].offsetY = charOffsetY;
- font.glyphs[i].advanceX = charAdvanceX;
-
- // Fill character image data from imFont data
- font.glyphs[i].image = ImageFromImage(imFont, font.recs[i]);
- }
- else TRACELOG(LOG_WARNING, "FONT: [%s] Some characters data not correctly provided", fileName);
- }
-
- UnloadImage(imFont);
- UnloadFileText(fileText);
-
- if (font.texture.id == 0)
- {
- UnloadFont(font);
- font = GetFontDefault();
- TRACELOG(LOG_WARNING, "FONT: [%s] Failed to load texture, reverted to default font", fileName);
- }
- else TRACELOG(LOG_INFO, "FONT: [%s] Font loaded successfully (%i glyphs)", fileName, font.glyphCount);
-
- return font;
-}
-
-// Extender of LoadBMFont. Load a BMFont file (AngelCode font file)
-// REQUIRES: strstr(), sscanf(), strrchr(), memcpy()
-static Font LoadBMFontEX(const char *fileName)
-{
- #define MAX_BUFFER_SIZE 256
-
- Font font = { 0 };
-
- char buffer[MAX_BUFFER_SIZE] = { 0 };
- char *searchPoint = NULL;
-
- int fontSize = 0;
- int glyphCount = 0;
-
int imWidth = 0;
int imHeight = 0;
int totalPage = 1; // page variable
- int curPage = 0;
char imFileName[10][129] = { 0 }; // up to ten png file.
int base = 0; // Useless data
@@ -2241,7 +2093,10 @@ static Font LoadBMFontEX(const char *fileName)
TRACELOGD(" > Image loading path: %s", imPath[i]);
}
- Image imFont[totalPage];
+ // Resize and ReDraw Font Image
+ Image fullFont = LoadImage(imPath[0]);;
+
+ Image imFont[totalPage]; // font atlas
for (int i = 0; i < totalPage; i++)
{
@@ -2269,15 +2124,14 @@ static Font LoadBMFontEX(const char *fileName)
}
if (lastSlash != NULL) RL_FREE(imPath[i]);
- }
+ }
- // Resize and ReDraw Font Image
- Image fullFont;
- fullFont = imFont[0];
+ fullFont = imFont[0];
// If multiple atlas, then merge atlas
if (totalPage > 1)
{
+ // Resize and ReDraw Font Image
ImageResizeCanvas(&fullFont, imWidth, imHeight * totalPage, 0, 0, BLACK);
for (int index = 1; index <= totalPage; index++)