1a879ba08e
Now it uses CharInfo data, this way, it's better aligned with the future RRES file format data layout for sprite font characters.
158 lines
6.3 KiB
C
158 lines
6.3 KiB
C
/*******************************************************************************************
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*
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* raylib [text] example - Font selector
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*
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* This example has been created using raylib 1.3 (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 (@raysan5)
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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 - font selector");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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SpriteFont fonts[8]; // SpriteFont array
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fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // SpriteFont loading
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fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // SpriteFont loading
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fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // SpriteFont loading
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fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // SpriteFont loading
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fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // SpriteFont loading
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fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // SpriteFont loading
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fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // SpriteFont loading
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fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading
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int currentFont = 0; // Selected font
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Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
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const char fontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback",
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"[4] Romulus", "[5] PixAntiqua", "[6] Alpha Beta", "[7] Jupiter Crash" };
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const char text[50] = "THIS is THE FONT you SELECTED!"; // Main text
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Vector2 textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
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Vector2 mousePoint;
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Color btnNextOutColor = DARKBLUE; // Button color (outside line)
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Color btnNextInColor = SKYBLUE; // Button color (inside)
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int framesCounter = 0; // Useful to count frames button is 'active' = clicked
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int positionY = 180; // Text selector and button Y position
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Rectangle btnNextRec = { 673, positionY, 109, 44 }; // Button rectangle (useful for collision)
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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// Keyboard-based font selection (easy)
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if (IsKeyPressed(KEY_RIGHT))
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{
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if (currentFont < 7) currentFont++;
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}
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if (IsKeyPressed(KEY_LEFT))
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{
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if (currentFont > 0) currentFont--;
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}
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if (IsKeyPressed('0')) currentFont = 0;
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else if (IsKeyPressed('1')) currentFont = 1;
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else if (IsKeyPressed('2')) currentFont = 2;
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else if (IsKeyPressed('3')) currentFont = 3;
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else if (IsKeyPressed('4')) currentFont = 4;
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else if (IsKeyPressed('5')) currentFont = 5;
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else if (IsKeyPressed('6')) currentFont = 6;
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else if (IsKeyPressed('7')) currentFont = 7;
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// Mouse-based font selection (NEXT button logic)
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mousePoint = GetMousePosition();
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if (CheckCollisionPointRec(mousePoint, btnNextRec))
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{
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// Mouse hover button logic
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if (framesCounter == 0)
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{
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btnNextOutColor = DARKPURPLE;
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btnNextInColor = PURPLE;
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}
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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framesCounter = 20; // Frames button is 'active'
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btnNextOutColor = MAROON;
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btnNextInColor = RED;
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}
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}
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else
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{
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// Mouse not hover button
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btnNextOutColor = DARKBLUE;
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btnNextInColor = SKYBLUE;
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}
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if (framesCounter > 0) framesCounter--;
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if (framesCounter == 1) // We change font on frame 1
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{
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currentFont++;
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if (currentFont > 7) currentFont = 0;
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}
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// Text measurement for better positioning on screen
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textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
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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("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY);
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DrawLine(120, 120, 680, 120, DARKGRAY);
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DrawRectangle(18, positionY, 644, 44, DARKGRAY);
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DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY);
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DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK);
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DrawText("< >", 610, positionY + 8, 30, BLACK);
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DrawRectangleRec(btnNextRec, btnNextOutColor);
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DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor);
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DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);
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DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
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260 + (70 - textSize.y)/2 }, fonts[currentFont].baseSize*3,
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1, colors[currentFont]);
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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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for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]); // SpriteFont(s) unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |