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Update/merge examples back into main repo (#192)

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2023-08-25 08:08:32 +01:00
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/*******************************************************************************************
*
* raylib [text] example - Font loading
*
* raylib can load fonts from multiple 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
*
* This example has been created using raylib 2.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Text;
public class FontLoading
{
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int 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
string msg = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\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
Font fontBm = LoadFont("resources/fonts/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
Font fontTtf = LoadFontEx("resources/fonts/pixantiqua.ttf", 32, null, 250);
bool useTtf = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.KEY_SPACE))
{
useTtf = true;
}
else
{
useTtf = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RAYWHITE);
DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, Color.LIGHTGRAY);
if (!useTtf)
{
DrawTextEx(fontBm, msg, new Vector2(20.0f, 100.0f), fontBm.BaseSize, 2, Color.MAROON);
DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, Color.GRAY);
}
else
{
DrawTextEx(fontTtf, msg, new Vector2(20.0f, 100.0f), fontTtf.BaseSize, 2, Color.LIME);
DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, Color.GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontBm);
UnloadFont(fontTtf);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}