/******************************************************************************************* * * 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) * ********************************************************************************************/ // Initialization //-------------------------------------------------------------------------------------- const screenWidth = 800; const 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 msg = "!\"#$%&'()*+,-./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 const 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 const fontTtf = loadFontEx("resources/pixantiqua.ttf", 32, 0, 250); let 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) { traceLog(LOG_INFO, fontBm.baseSize) drawTextEx(fontBm, msg, new Vector2(20.0, 100.0), fontBm.baseSize/2, 2, MAROON); drawText("Using BMFont (Angelcode) imported", 20, getScreenHeight() - 30, 20, GRAY); } else { drawTextEx(fontTtf, msg, new Vector2(20.0, 100.0), fontTtf.baseSize/2, 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 //--------------------------------------------------------------------------------------