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raylib-cs/Examples/Text/FontSpritefont.cs

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C#

/*******************************************************************************************
*
* raylib [text] example - font spritefont
*
* Example complexity rating: [★☆☆☆] 1/4
*
* NOTE: Sprite fonts should be generated following this conventions:
*
* - Characters must be ordered starting with character 32 (Space)
* - Every character must be contained within the same Rectangle height
* - Every character and every line must be separated by the same distance (margin/padding)
* - Rectangles must be defined by a MAGENTA color background
*
* Following those constraints, a font can be provided just by an image,
* this is quite handy to avoid additional font descriptor files (like BMFonts use)
*
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Text;
public partial class FontSpritefont : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Font Spritefont";
public string Title => "raylib [text] example - font spritefont";
private string msg1;
private string msg2;
private string msg3;
private Font font1;
private Font font2;
private Font font3;
private Vector2 fontPosition1;
private Vector2 fontPosition2;
private Vector2 fontPosition3;
public void Init()
{
msg1 = "THIS IS A custom SPRITE FONT...";
msg2 = "...and this is ANOTHER CUSTOM font...";
msg3 = "...and a THIRD one! GREAT! :D";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
font1 = LoadFont("resources/custom_mecha.png"); // Font loading
font2 = LoadFont("resources/custom_alagard.png"); // Font loading
font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
fontPosition1 = new(
screenWidth / 2 - MeasureTextEx(font1, msg1, font1.BaseSize, -3).X / 2,
screenHeight / 2 - font1.BaseSize / 2 - 80
);
fontPosition2 = new(
screenWidth / 2 - MeasureTextEx(font2, msg2, font2.BaseSize, -2).X / 2,
screenHeight / 2 - font2.BaseSize / 2 - 10
);
fontPosition3 = new(
screenWidth / 2 - MeasureTextEx(font3, msg3, font3.BaseSize, 2).X / 2,
screenHeight / 2 - font3.BaseSize / 2 + 50
);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawTextEx(font1, msg1, fontPosition1, font1.BaseSize, -3, Color.White);
DrawTextEx(font2, msg2, fontPosition2, font2.BaseSize, -2, Color.White);
DrawTextEx(font3, msg3, fontPosition3, font3.BaseSize, 2, Color.White);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadFont(font1); // Font unloading
UnloadFont(font2); // Font unloading
UnloadFont(font3); // Font unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - font spritefont");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new FontSpritefont();
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;
}
}