/******************************************************************************************* * * raylib [text] example - TTF loading and usage * * This example has been created using raylib 1.3.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading"); const char msg[50] = "TTF Font"; // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) // TTF Font loading with custom generation parameters Font font = LoadFontEx("resources/KAISG.ttf", 96, 0, 0); // Generate mipmap levels to use trilinear filtering // NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR GenTextureMipmaps(&font.texture); float fontSize = font.baseSize; Vector2 fontPosition = { 40, screenHeight/2 - 80 }; Vector2 textSize; // Setup texture scaling filter SetTextureFilter(font.texture, FILTER_POINT); int currentFontFilter = 0; // FILTER_POINT SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- fontSize += GetMouseWheelMove()*4.0f; // Choose font texture filter method if (IsKeyPressed(KEY_ONE)) { SetTextureFilter(font.texture, FILTER_POINT); currentFontFilter = 0; } else if (IsKeyPressed(KEY_TWO)) { SetTextureFilter(font.texture, FILTER_BILINEAR); currentFontFilter = 1; } else if (IsKeyPressed(KEY_THREE)) { // NOTE: Trilinear filter won't be noticed on 2D drawing SetTextureFilter(font.texture, FILTER_TRILINEAR); currentFontFilter = 2; } textSize = MeasureTextEx(font, msg, fontSize, 0); if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10; else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10; // Load a dropped TTF file dynamically (at current fontSize) if (IsFileDropped()) { int count = 0; char **droppedFiles = GetDroppedFiles(&count); if (count == 1) // Only support one ttf file dropped { UnloadFont(font); font = LoadFontEx(droppedFiles[0], fontSize, 0, 0); ClearDroppedFiles(); } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY); DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY); DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY); DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY); DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK); // TODO: It seems texSize measurement is not accurate due to chars offsets... //DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED); DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY); DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY); DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY); DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY); if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK); else if (currentFontFilter == 1) DrawText("BILINEAR", 570, 400, 20, BLACK); else if (currentFontFilter == 2) DrawText("TRILINEAR", 570, 400, 20, BLACK); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- ClearDroppedFiles(); // Clear internal buffers UnloadFont(font); // Font unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }