Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/Text/FontLoading.cs
2026-07-07 23:29:25 +02:00

133 lines
5 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*******************************************************************************************
*
* 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;
}
}