/******************************************************************************************* * * raylib [text] example - Font selector * * This example has been created using raylib 1.3 (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() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) SpriteFont fonts[8]; // SpriteFont array fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // SpriteFont loading fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // SpriteFont loading fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // SpriteFont loading fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // SpriteFont loading fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // SpriteFont loading fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // SpriteFont loading fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // SpriteFont loading fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading int currentFont = 0; // Selected font Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED }; const char fontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback", "[4] Romulus", "[5] PixAntiqua", "[6] Alpha Beta", "[7] Jupiter Crash" }; const char text[50] = "THIS is THE FONT you SELECTED!"; // Main text Vector2 textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1); Vector2 mousePoint; Color btnNextOutColor = DARKBLUE; // Button color (outside line) Color btnNextInColor = SKYBLUE; // Button color (inside) int framesCounter = 0; // Useful to count frames button is 'active' = clicked int positionY = 180; // Text selector and button Y position Rectangle btnNextRec = { 673, positionY, 109, 44 }; // Button rectangle (useful for collision) 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 //---------------------------------------------------------------------------------- // Keyboard-based font selection (easy) if (IsKeyPressed(KEY_RIGHT)) { if (currentFont < 7) currentFont++; } if (IsKeyPressed(KEY_LEFT)) { if (currentFont > 0) currentFont--; } if (IsKeyPressed('0')) currentFont = 0; else if (IsKeyPressed('1')) currentFont = 1; else if (IsKeyPressed('2')) currentFont = 2; else if (IsKeyPressed('3')) currentFont = 3; else if (IsKeyPressed('4')) currentFont = 4; else if (IsKeyPressed('5')) currentFont = 5; else if (IsKeyPressed('6')) currentFont = 6; else if (IsKeyPressed('7')) currentFont = 7; // Mouse-based font selection (NEXT button logic) mousePoint = GetMousePosition(); if (CheckCollisionPointRec(mousePoint, btnNextRec)) { // Mouse hover button logic if (framesCounter == 0) { btnNextOutColor = DARKPURPLE; btnNextInColor = PURPLE; } if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { framesCounter = 20; // Frames button is 'active' btnNextOutColor = MAROON; btnNextInColor = RED; } } else { // Mouse not hover button btnNextOutColor = DARKBLUE; btnNextInColor = SKYBLUE; } if (framesCounter > 0) framesCounter--; if (framesCounter == 1) // We change font on frame 1 { currentFont++; if (currentFont > 7) currentFont = 0; } // Text measurement for better positioning on screen textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY); DrawLine(120, 120, 680, 120, DARKGRAY); DrawRectangle(18, positionY, 644, 44, DARKGRAY); DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY); DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK); DrawText("< >", 610, positionY + 8, 30, BLACK); DrawRectangleRec(btnNextRec, btnNextOutColor); DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor); DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor); DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2, 260 + (70 - textSize.y)/2 }, fonts[currentFont].baseSize*3, 1, colors[currentFont]); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]); // SpriteFont(s) unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }