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authorRay <[email protected]>2019-09-12 16:30:39 +0200
committerRay <[email protected]>2019-09-12 16:30:39 +0200
commitd9d9c6111b7dd7de65f178ca6375fe80a719ac86 (patch)
treee7ba8b0e61810cd01d26f4c01d1f0543f6520214 /examples/text/text_font_spritefont.c
parent8d6f179062a009d41d60ca5ab4ddd9af961efeec (diff)
downloadraylib-d9d9c6111b7dd7de65f178ca6375fe80a719ac86.tar.gz
raylib-d9d9c6111b7dd7de65f178ca6375fe80a719ac86.zip
RENAMED: text_sprite_font > text_font_spritefont
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+/*******************************************************************************************
+*
+* raylib [text] example - Sprite font loading
+*
+* Loaded sprite fonts have been generated following XNA SpriteFont 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 the same distance
+* - Rectangles must be defined by a MAGENTA color background
+*
+* If following this constraints, a font can be provided just by an image,
+* this is quite handy to avoid additional information files (like BMFonts use).
+*
+* 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) 2014 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+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 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2,
+ screenHeight/2 - font1.baseSize/2 - 80 };
+
+ Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2,
+ screenHeight/2 - font2.baseSize/2 - 10 };
+
+ Vector2 fontPosition3 = { screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2,
+ screenHeight/2 - font3.baseSize/2 + 50 };
+
+ 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, font1.baseSize, -3, WHITE);
+ DrawTextEx(font2, msg2, fontPosition2, font2.baseSize, -2, WHITE);
+ DrawTextEx(font3, msg3, fontPosition3, 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;
+} \ No newline at end of file