/******************************************************************************************* * * raylib [text] example - font loading * * Example complexity rating: [★☆☆☆] 1/4 * * 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 can 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) 2016-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Text; public partial class FontLoading : IExample { private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Text / Font Loading"; public string Title => "raylib [text] example - font loading"; private string msg; private Font fontBm; private Font fontTtf; private bool useTtf; public void Init() { // Define characters to draw // NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally 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 fontBm = LoadFont("resources/fonts/pixantiqua.fnt"); // Requires "resources/fonts/pixantiqua.png" // 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 fontTtf = LoadFontEx("resources/fonts/pixantiqua.ttf", 32, null, 250); SetTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n') useTtf = false; } public void Update() { // Update //---------------------------------------------------------------------------------- if (IsKeyDown(KeyboardKey.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(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadFont(fontBm); // AngelCode Font unloading UnloadFont(fontTtf); // TTF Font unloading } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new FontLoading(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }