rayjs/examples/text/text_font_loading.js

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/*******************************************************************************************
*
* 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
//--------------------------------------------------------------------------------------