raylib/examples/text_bmfont_ttf.c
raysan5 1a879ba08e Refactor SpriteFont struct
Now it uses CharInfo data, this way, it's better aligned with the future
RRES file format data layout for sprite font characters.
2017-02-05 02:59:39 +01:00

68 lines
2.7 KiB
C

/*******************************************************************************************
*
* raylib [text] example - BMFont and TTF SpriteFonts loading
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading");
const char msgBm[64] = "THIS IS AN AngelCode SPRITE FONT";
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt"); // BMFont (AngelCode)
SpriteFont fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf"); // TTF font
Vector2 fontPosition;
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.baseSize, 0).x/2;
fontPosition.y = screenHeight/2 - fontBm.baseSize/2 - 80;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.baseSize, 0, MAROON);
DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.baseSize*0.8f, 2, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSpriteFont(fontBm); // AngelCode SpriteFont unloading
UnloadSpriteFont(fontTtf); // TTF SpriteFont unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}