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