/******************************************************************************************* * * raylib [text] example - Font loading * * NOTE: raylib can load fonts from multiple input 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 * * Example originally created with raylib 1.4, last time updated with raylib 3.0 * * 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) 2016-2023 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 - font loading"); // Define characters to draw // NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally const char msg[256] = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\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 Font fontBm = LoadFont("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 Font fontTtf = LoadFontEx("resources/pixantiqua.ttf", 32, 0, 250); bool useTtf = false; 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 //---------------------------------------------------------------------------------- if (IsKeyDown(KEY_SPACE)) useTtf = true; else useTtf = false; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, LIGHTGRAY); if (!useTtf) { DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, (float)fontBm.baseSize, 2, MAROON); DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, GRAY); } else { DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, (float)fontTtf.baseSize, 2, LIME); DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, GRAY); } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadFont(fontBm); // AngelCode Font unloading UnloadFont(fontTtf); // TTF Font unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }