REVIEWED: LoadFontFromImage()

Avoid crash on wrong sprite font
This commit is contained in:
Ray 2021-10-12 23:00:00 +02:00
parent f9d4601057
commit a1db0220a1

View File

@ -364,7 +364,9 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
#define MAX_GLYPHS_FROM_IMAGE 256 // Maximum number of glyphs supported on image scan
#endif
#define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))
#define COLOR_EQUAL(col1, col2) ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a))
Font font = GetFontDefault();
int charSpacing = 0;
int lineSpacing = 0;
@ -374,8 +376,8 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
// We allocate a temporal arrays for chars data measures,
// once we get the actual number of chars, we copy data to a sized arrays
int tempCharValues[MAX_GLYPHS_FROM_IMAGE];
Rectangle tempCharRecs[MAX_GLYPHS_FROM_IMAGE];
int tempCharValues[MAX_GLYPHS_FROM_IMAGE] = { 0 };
Rectangle tempCharRecs[MAX_GLYPHS_FROM_IMAGE] = { 0 };
Color *pixels = LoadImageColors(image);
@ -390,6 +392,8 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break;
}
if ((x == 0) || (y == 0)) return font;
charSpacing = x;
lineSpacing = y;
@ -445,9 +449,7 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
.mipmaps = 1
};
// Create font with all data parsed from image
Font font = { 0 };
// Set font with all data parsed from image
font.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
font.glyphCount = index;
font.glyphPadding = 0;