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Update/merge examples back into main repo (#192)
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Examples/Text/FontLoading.cs
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102
Examples/Text/FontLoading.cs
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/*******************************************************************************************
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*
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* raylib [text] example - Font loading
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*
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* raylib can load fonts from multiple file formats:
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*
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* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
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* some of the generation parameters (size, characters to include)
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* - BMFonts > Angel code font fileformat, sprite font image must be provided
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* together with the .fnt file, font generation cna not be configured
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* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
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* Characters in image must follow some spacing and order rules
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*
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* This example has been created using raylib 2.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016-2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Text;
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public class FontLoading
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{
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading");
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// Define characters to draw
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// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
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string msg = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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// BMFont (AngelCode) : Font data and image atlas have been generated using external program
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Font fontBm = LoadFont("resources/fonts/pixantiqua.fnt");
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// TTF font : Font data and atlas are generated directly from TTF
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// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
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Font fontTtf = LoadFontEx("resources/fonts/pixantiqua.ttf", 32, null, 250);
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bool useTtf = false;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyDown(KeyboardKey.KEY_SPACE))
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{
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useTtf = true;
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}
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else
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{
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useTtf = false;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RAYWHITE);
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DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, Color.LIGHTGRAY);
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if (!useTtf)
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{
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DrawTextEx(fontBm, msg, new Vector2(20.0f, 100.0f), fontBm.BaseSize, 2, Color.MAROON);
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DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, Color.GRAY);
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}
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else
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{
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DrawTextEx(fontTtf, msg, new Vector2(20.0f, 100.0f), fontTtf.BaseSize, 2, Color.LIME);
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DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, Color.GRAY);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadFont(fontBm);
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UnloadFont(fontTtf);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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