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Diffstat (limited to 'deps/raylib/examples/textures/textures_image_text.c')
-rw-r--r-- | deps/raylib/examples/textures/textures_image_text.c | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/deps/raylib/examples/textures/textures_image_text.c b/deps/raylib/examples/textures/textures_image_text.c new file mode 100644 index 0000000..856b64e --- /dev/null +++ b/deps/raylib/examples/textures/textures_image_text.c @@ -0,0 +1,88 @@ +/******************************************************************************************* +* +* raylib [texture] example - Image text drawing using TTF generated font +* +* Example originally created with raylib 1.8, last time updated with raylib 4.0 +* +* 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) 2017-2024 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 [texture] example - image text drawing"); + + Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM) + + // TTF Font loading with custom generation parameters + Font font = LoadFontEx("resources/KAISG.ttf", 64, 0, 0); + + // Draw over image using custom font + ImageDrawTextEx(&parrots, font, "[Parrots font drawing]", (Vector2){ 20.0f, 20.0f }, (float)font.baseSize, 0.0f, RED); + + Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM) + UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM + + Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) }; + + bool showFont = false; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyDown(KEY_SPACE)) showFont = true; + else showFont = false; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!showFont) + { + // Draw texture with text already drawn inside + DrawTextureV(texture, position, WHITE); + + // Draw text directly using sprite font + DrawTextEx(font, "[Parrots font drawing]", (Vector2){ position.x + 20, + position.y + 20 + 280 }, (float)font.baseSize, 0.0f, WHITE); + } + else DrawTexture(font.texture, screenWidth/2 - font.texture.width/2, 50, BLACK); + + DrawText("PRESS SPACE to SHOW FONT ATLAS USED", 290, 420, 10, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Texture unloading + + UnloadFont(font); // Unload custom font + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
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