/******************************************************************************************* * * 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) 2014-2023 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 - 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; }