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- /*******************************************************************************************
- *
- * raylib [text] example - Sprite font loading
- *
- * NOTE: Sprite fonts should be generated following this conventions:
- *
- * - Characters must be ordered starting with character 32 (Space)
- * - Every character must be contained within the same Rectangle height
- * - Every character and every line must be separated by the same distance (margin/padding)
- * - Rectangles must be defined by a MAGENTA color background
- *
- * Following those constraints, a font can be provided just by an image,
- * this is quite handy to avoid additional font descriptor files (like BMFonts use).
- *
- * Example originally created with raylib 1.0, last time updated with raylib 1.0
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite font loading");
-
- const char msg1[50] = "THIS IS A custom SPRITE FONT...";
- const char msg2[50] = "...and this is ANOTHER CUSTOM font...";
- const char msg3[50] = "...and a THIRD one! GREAT! :D";
-
- // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
- Font font1 = LoadFont("resources/custom_mecha.png"); // Font loading
- Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
- Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
-
- Vector2 fontPosition1 = { screenWidth/2.0f - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
- screenHeight/2.0f - font1.baseSize/2.0f - 80.0f };
-
- Vector2 fontPosition2 = { screenWidth/2.0f - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2.0f).x/2.0f,
- screenHeight/2.0f - font2.baseSize/2.0f - 10.0f };
-
- Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2.0f).x/2.0f,
- screenHeight/2.0f - font3.baseSize/2.0f + 50.0f };
-
- 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
- //----------------------------------------------------------------------------------
- // TODO: Update variables here...
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawTextEx(font1, msg1, fontPosition1, (float)font1.baseSize, -3, WHITE);
- DrawTextEx(font2, msg2, fontPosition2, (float)font2.baseSize, -2, WHITE);
- DrawTextEx(font3, msg3, fontPosition3, (float)font3.baseSize, 2, WHITE);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadFont(font1); // Font unloading
- UnloadFont(font2); // Font unloading
- UnloadFont(font3); // Font unloading
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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