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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;
+} \ No newline at end of file